Damus
Tom Forsyth profile picture
Tom Forsyth
@Tom Forsyth
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?
3
Jari Komppa 🇫🇮 · 13w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqykddq7nmfd8cd0hupl8fnsmmuhtg55zusm6de4fjecmrhsx4x97qx8hm63 afair only the near clip plane really affects the math
Aras Pranckevičius · 13w
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqykddq7nmfd8cd0hupl8fnsmmuhtg55zusm6de4fjecmrhsx4x97qx8hm63 my impression is that if you use floating point *and* reversed Z buffer, then actually infinite far plane is a tiny bit *better* for precision (!). I forgot where I learned (imagined?) t...
Tom Forsyth · 13w
Related - thinking about float32 Z buffers, and most implementations are only using the [0,1] range of float32, so we're wasting all that lovely [1,inf] space that float32 can also express! But then I realised - those two ranges have (approx) the same number of representable values in the float32 e...