Post B670fqtudJ7LFnmVns by TomF@mastodon.gamedev.place
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 (DIR) Post #B670fqtudJ7LFnmVns by TomF@mastodon.gamedev.place
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       Is there any reason NOT to use a (nearly) infinite clip plane in D3D? You can just pass something big like 2^80 as the far clip plane into the standard projection generator and it spits out basically the right thing.It's odd that more people don't know about "just set the far clip to infinity". Just don't know, or is there some real reason to avoid it?
       
 (DIR) Post #B670frfPmh7Bd80RqS by TomF@mastodon.gamedev.place
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       UPDATE: can people please stop guessing! I know how Z buffer precision works and how it is non-linear. I built GPUs. I remember the times when we used 24bit and 16bit depths. If you do not know/remember all that stuff, please stop guessing!FYI it is the NEAR clip plane that determines most of the precision. Once your far clip plane is 10x your near clip plane, pushing it to literal infinity is a very small loss of precision.I am looking for people to tell me why NOT to do this. With numbers.