If the camera is too near an object, it looks inside of object.
Is there a way to that never happens? I would like “to let the nose touch in the wall and still see the wall”…
I found this workaround:
float mult = 0.01f;
I just learned what frustum and culling means, what I coded above is mainly a guess and works well as long I dont let the cam get too near the wall.
I was stuck on this thought for weeks…
Or did I just answer what is possible to be done?
the default frustum near value is 1.0 (one ogl unit), i guess what you need, would be to attach a collision node to the camera, and set a 1 unit radius sphere as collision shape.
see here for a CameraNode implementation
I changed to 0.25 radius and changed the frustum stuff,
my initial tests with CameraNode didnt prevent it go thru objects…
Well til today I was only aware of physics node collision,
I think I have to study more, thx
What you learned about physics collisions (or any collisions, really) is correct. There is nothing built into the Camera that will stop it from going through objects.