This is a Unity3D tip.
The Camera.layerCullDistances variable is an array of floats that allow you to have a custom farClipDistance per layer.
Something that is not mentioned in the docs, however, is that the culling distance cannot be greater than your Camera.farClipPlane value. If it is, it will be clamped down to this value.
Subscribe to:
Post Comments (Atom)
Popular Posts
-
These are the robots I've been working on for the last 12 months. They each weigh about 11 tonnes and have a 17 meter reach. The control...
-
This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node...
-
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
-
MiddleMan: A Pub/Sub and Request/Response server in Go. This is my first Go project. It is a rewrite of an existing Python server, based o...
-
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
-
After my last post, I decided to benchmark the scaling properties of Stackless, Kamaelia, Fibra using the same hackysack algorithm. Left axi...
-
It is about 8 degrees C this morning. So cold, especially when last week we had high twenties. To help solve the problem, a friend suggeste...
-
Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on vi...
-
#!/usr/bin/env python import io import asyncio import websockets import logging import collections logger = logging.getLogger('w...
-
Thank to Adrian Boeing I was inspired this morning to hack together a ripple shader for Unity3D. Thanks for the math Adrian. You can see th...
No comments:
Post a Comment