Radial fog support
Summary:
- The view frustum is a frustum, so has a flat end.
- That means the corners of the far plane are further from the camera than the middle.
- You can actually see further in the corners of the screen than the middle.
- When turning on the spot, objects cross the far plane and it looks silly.
- Radial fog has an open PR and ensures that fog is applied based on distance.
- Radial clipping hasn't really been started yet, but there's a list of suggestions here.
Original Post (including some preconceptions from before the reporter knew everything):
There's a suggestion in the docs for camera viewing distance, such-that it should be lower than cell preload distance. It causes an even more jarring effect where geometry is visible if shown on the screen edge, but disappearing if looked into dead center. The effect is more pronounced larger the fov value is, but happens on standard fov 55 as well.
But this doesn't come from nothing, right? Is there a bug in the scene graph or the renderer itself that causes this behavior? I can work on it if that's the case. Maybe the frustum distance is incorrect, overdraw is too heavily limited, or something.
Edited by Andrei Kortunov