I am working on a project that needs to move the camera in a large scale of range. so I use a large frustum. Then I found that when the difference of positions of far plane and near plane is bigger than a number(100000000 as an example), some planes near the borders of screen will disappear. This looks like a bug of culling and I haven’t find any similar problem throughout the Internet.
My OS is MacOs 10.12.6 and I am using THREE.WebGLRenderer 87dev.
1 thought on “unexpected error when far/near is too big in PerspectiveCamera()”
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You are limited by the precision of your hardware.
If you need to zoom in to a planet, then keep the camera at the origin, and move to planet near the camera.
Avoid small values of the near plane and follow the link in #12011 (comment).