I know it is advisable to keep the near and far clipping planes’ ratio low. But what is the recommended ratio? I’ve heard the near plane should be 1.0 but this leads to an inability to get very close to objects, but then you could overcome this apparant inability to get close to objects by drawing them much larger, however, then you have the problem that you’re more limited to the distance of objects. For example, I’m drawing a planet, and I want to be able to fly VERY close to the surface of the planet. But to achieve this appearance with the near plane set to 1.0, I have to make the planet HUGE (in terms of its radius)! Otherwise, I hardly get close to the planet at all and BAM I’m inside the planet. I realize the ratio can be larger with a larger Z-buffer (32bit). But is current hardware well equiped to use a 32bit Z-buffer? Or is it best to stick with 16bit? And, taking all of this into consideration, what is the best way to simulate things like space and drawing HUGE objects like planets and EXREMELY distant objects like stars? Are there any tricks anyone has they’d like to share?
I remember a long time ago (in a galaxy far, far away) there was a title called Microsoft Space Simulator. It was monster cool because you could pump the time compression way up and fly at near-light speeds through the galaxy. You could start somewhere within the solar system and you’d see the actual stars in their real places. And then you could accelerate and you’d see the planets of the solar system whiz past and become little dots in the distance and eventually, you’d begin to see the stars that make up familiar constelations start to move and then you could eventually fly around them and see how they didn’t lay on a flat plane as they appear from our solar system. This kind of LARGE_SCALE universe is what I’m seeking to create and I’m just wondering if anyone has any tricks to rendering DISTANT objects and still maintain accurate depthbuffering.