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Structure that holds near, far planes distances and maximum visibility range.

Hierarchy

  • ViewRanges

Index

Properties

Properties

far

far: number

Far clipping plane distance in camera space, along its eye vector.

note

Should be always positive and bigger then near plane distance.

maximum

maximum: number

Maximum possible distance for far plane placement.

This accounts for maximum visibility range in camera space, regardless of camera orientation. Far plane will never be placed beyond that distance, this value says about viewing distance limit, thus it is constrained for performance reasons and allows to compute effects applied at the end of viewing range such as fog or geometry fading.

note

Holds the maximum distance that may be applied for far plane at certain camera position, it is const in between orientation changes. You may use this value to calculate fog or other depth effects that are related to frustum planes, but should not change as dynamically as current near/far planes distances.

minimum

minimum: number

Minimum distance that may be applied to near plane.

Reflects minimum possible near plane distance regardless of camera orientation.

note

Such constraint is always required because near plane can not be placed at zero distance from camera (regardless of rendering Api used). Moreover this value may be used as input for algorighms related to frustum planes, but rather based on visibility ranges such as it does not change during tilt. Frustum planes may change dynamically with camera orientation changes, while this value preserve constness for certain camera position and may be used for effects like near geometry fading.

near

near: number

Distance from camera to near clipping plane along camera eye vector.

note

This value is always positive and in camera space, should be bigger then zero.

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