I have a terrain mesh generated in 3ds Max that is of size 10k by 10k. My problem is that far clipping is just to close and I can not see as far as I would like to. I am trying to implement a fog shader and what i see now is just not OK.
My camera constructor looks like this
Camera::Camera():
cameraPosition_(glm::vec3(-1.0f, 1000.0f, 20.0f)),
cameraLook_(glm::vec3(0.0f, 800.0f, 200.0f)),
lookAt_(glm::lookAt(cameraPosition_,
cameraLook_,
WORLD_YAXIS)),
near_(0.1f),
far_(10000.0f),
projection_(glm::perspective(
70.0f,
4.0f / 3.0f,
near_,
far_)),
name_("Default Camera")
{
}
z_far/z_near
ratio. Trynear_(10f)
. See: gamedev.net/topic/173562-max-far-clip-plane-distance – Oracefrom 0.1m up to 1000 AU
also instead of FOG I use atmospheric scattering there. – Spektre