The near plane is probably set to 1.0 which is the default. This means anything less than 1 unit from the camera is not rendered. Set the near plane closer, something small like 0.1f
I tried this but it didinot work so , i headed to javaDoc & used setFrustumBottom to get the camera renderer state up a little bit (as the default state = -0.4f its down on y-axis i guess) & it works:
Why would that make any difference? The camera still won’t collide with it, because it’s not collidable. Hence I said add a collidable shape around the camera so it can collide. And preferably something circular so it doesn’t get hung up on corners.
This is what a viewport is and how it is constructed. The only things I modify are field of view, near and far. The rest should pretty much be left alone unless you have a very good reason not to. And by that I mean you know exactly what it does and why it does it. I can tell you that you do not need to. You need to add a collision shape around the camera so it doesn’t clip through collidable objects.
okay, i figured it out , iknew why the renderer is ruined a little bit , that’s because i have changed the location of the bottom frustum plane only , but it seems i must add that value that’s subtrated to the top frustum so i get my values back again so its like translating the whole image up a little bit by 0.3 of units:
/**
* getFrustumBottom -> gets the bottom plane location= -0.4 approx. then adding 0.3 -> -0.1 then we are translating the render
* plane upward by 0.1 uints
*
*/
cam.setFrustumBottom(cam.getFrustumBottom()+0.3f);
/**
* getFrustumTop -> gets the top plane location = 0.4 approx. then adding 0.2 -> 0.6 then we have compensated whats subtracted from the bottom frustum plane
*/
cam.setFrustumTop(cam.getFrustumTop()+0.2f);
chasecam = new ChaseCamera(cam, roverNode, inputManager);
chasecam.setEnabled(true);
chasecam.setDefaultDistance(-12f);
chasecam.setRotationSpeed(2);
chasecam.setHideCursorOnRotate(true);