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Question by ina · Feb 14, 2012 at 09:16 PM · cameratransformlookatorientation

Having a plane at exactly the far clip of a camera

I'm trying to position a plane/cube so that it is always at about the far clip of a camera, and always parallel to the farclip and exactly covering the size of the far clip to cover the entire "back background" of the camera.

I've tried varying combinations of .LookAt and setting planeTransform.forward = camTransform.forward and such, but for some reason, the plane/cube always "warps" when the camera turns, and then I can see the edges.

It seems the constraints of:

  • position @ far clip

  • size of the far clip plane

  • orientation parallels to the far clip (based on camTransform.forward?)

Are do-able, but I can't seem to get it just right. :-( Please help!

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avatar image fherbst · Feb 14, 2012 at 09:55 PM 1
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Just out of curiosity: why is your farClipPlane changing at runtime? If it isn't, couldn't you just parent a correctly-sized plane to your camera? And if it is - why do you need such a backdrop plane?

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Answer by Default117 · Feb 14, 2012 at 11:14 PM

Have you considered using 2DTextures instead of using a 3D plane? If you render a texture onto the screen (exactly the size of the screen), and ensure the depth is below your main camera it will be rendered behind everything else.

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avatar image ina · Feb 15, 2012 at 04:01 AM 0
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I need 3d objects in the foreground though...

avatar image Default117 · Feb 15, 2012 at 04:14 AM 0
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That is why i said render it at a different depth so that you main camera is still rendering on top

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