Yet another possible bug…
I’ve been in the ongoing process of testing out the elements of a large open scene, and the camera clip is becoming a bit of an issue. I can’t scale the camera down without having to engage in insane mesh detail that will not work accurately for my purposes, but the clipping option at a normal scale has issues…
~100km: tearing at the edges of planes. (regardless of vsync)
(long and heavy animation, ask for google drive link if you want to see.)
~10,000 km: float division by zero.
At other clips I’ve observed objects smearing across the screen, etc. (See here)
Unless there is another setting for it, I take it this is something for github issues?
My other alternative is to adaptively scale all the objects, but it would be very slow, because there will be maybe ~2000 other objects to keep track of at peak usage, and there’s already a lot of logic happening; my time data from haxe shows I’m eating up quite a bit of the frame. (Also, the FOV would look off)
Anyway, another opinion would be nice before I make a bad decision and spend my little time developing the slowest option. Thanks in advance.