mattrdowney / planetaria

A Unity framework for Euclidean 2-sphere games (e.g. 2D virtual reality games) [quasi-MIT license]
Other
10 stars 2 forks source link

Distance-culling rather than z-culling #42

Open mattrdowney opened 6 years ago

mattrdowney commented 6 years ago

To prevent rendering glitches/overhead as FOV increases.

mattrdowney commented 6 years ago

After talking this over with @EmilyClaire, I realized that even though this will eventually be an issue; it's not currently an issue because virtual reality field of view tends to be 100-110 degrees. On top of that, it's per eye AND diagonal; and this only starts becoming an issue near 180 degree field of view (horizontal or vertical) on a per eye basis.

mattrdowney commented 6 years ago

(Note, this is still nice for future-proofing the game, but I digress...)

mattrdowney commented 6 years ago

Note, this is only an issue when combined with #37, otherwise it is a useless feature. Because the level loading system will be monolithic, this won't be an issue.