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fires.gc

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A member registered Oct 31, 2019

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Hi!

Thanks for the offer! 
I tried to implement your way of making the cap, but I'm stuck :/  What I did:

1) Getting the intersection between the portal plane and the camera near plane (this is a 2D line on the near plane)
2) get the nearest point to the center of the near plane (which is orthogonal to the "intersection 2D line“ from step 1)
and then I have no idea how to build a useful capping geometry out of this information.


Are you building the capping quad in front of the near plane directly? As soon as my camera has minimal offset to the portal plane, the intersection from portal plane and near clip plane is not in the frustum anymore :/
I could add some screenshots, but I don't think this would really fit into the forum which should be about "tea for god" :)

Thank you very much in advance!

ps: I am doing a pure research project to understand how it works :)

Thank you very much for the help! I will try it as soon as possible!

Hello! 

Thanks for this great project, it's a great inspiration. I'm trying to achieve something similar, and generally the approach of the stencil portals works really well. I only get in trouble when I want to pass a portal and the stencil geoemetry (it is only a simple quad) is cut by the frustrum/near clip plane of the camera. It generates all the time nasty render artifacts :/

Did you run into the same problem and if so, can you give me a hint how you have solved it?

Thank you very much!