Hello everyone
I've started to import big meshes in my game, and the camera's ClipFar of the mesh preview is so small that I have difficulties knowing if my mesh is correctly positioned. I made a little video to show the problem: https://gemoo.com/tools/upload-video/sh ... 3018992640
Do you think it would be possible to add an option to adjust the ClipFar setting of the mesh/model preview in the project settings?
(I already tried to change the ClipFar in the App settings, just in case)
Change clipfar of mesh preview
Moderator: Moderators
Re: Change clipfar of mesh preview
Hmm,
@Ville: Maybe instead of just translating the preview ( of MeshEditFrame ) based on Mesh.BoundSphere, the (model)view matrix could also be scaled ( using BoundSphere.Radius ) so that the mesh fits in view by default? That way you don't have to fiddle with the clipping range / projection matrix.
K
@Ville: Maybe instead of just translating the preview ( of MeshEditFrame ) based on Mesh.BoundSphere, the (model)view matrix could also be scaled ( using BoundSphere.Radius ) so that the mesh fits in view by default? That way you don't have to fiddle with the clipping range / projection matrix.
K
Re: Change clipfar of mesh preview
If that doesn't break everything, in case of showing a huge mesh, that would be neat
And if the mouse wheel zoom factor could be adjusted to the BoundSphere.Radius, so we don't need to roll it a thousand times on big objects, or lose sight of micro objects with just one touch of the mouse wheel, that would be awesome!
And if the mouse wheel zoom factor could be adjusted to the BoundSphere.Radius, so we don't need to roll it a thousand times on big objects, or lose sight of micro objects with just one touch of the mouse wheel, that would be awesome!