Thx! I'll have to try it out! I guess it's time for a small collection of debugging tools...could be a small list i do in form of an article. I'll see. Thanks for mentioning!
1- Use 2 cameras. 2- Camera A renders everything, except for the ship. 3- Camera B renders ONLY the ship. 4- Since they are at the same position, the image merges smoothly (think it like 2 Photoshop layers). 5- All you have to do now is to increase the Clipping Plane of Camera B. 6- ????? 7- Profit
gDebugger is a great free tool to see what's going on in openGL: http://www.gremedy.com/
ReplyDeleteThx! I'll have to try it out! I guess it's time for a small collection of debugging tools...could be a small list i do in form of an article. I'll see. Thanks for mentioning!
DeleteYou can achieve a similar effect on Unity 3D.
ReplyDelete1- Use 2 cameras.
2- Camera A renders everything, except for the ship.
3- Camera B renders ONLY the ship.
4- Since they are at the same position, the image merges smoothly (think it like 2 Photoshop layers).
5- All you have to do now is to increase the Clipping Plane of Camera B.
6- ?????
7- Profit
Good idea. But wouldn't the clipping plane cut the ship in a screen-oriented plane instead of a plane perpendicular to the ship?
Deletep.s. And how would you "fill" the geometry hole of the cut ship?
DeleteHmmm, you're right. I guess it's a little more complicated then. Maybe a dinamic Clipping Plane would work?
DeleteI have no idea how to do this on Unity :)
I don't know. Let's make a fire, sit there and wait for someone come by which can explain it :)
Delete