Hi there, I'm trying to render a custom model using gte. There is a severe clipping on near polys, I guess some of it could be solved with poly subdivision but I have also read that gte_rtps (the one I'm using) Z values are limited downwards at 0.5 * view plane distance. Is there any alternative to rtps without that restriction? Or any other alternatives to near poly clipping different than subdivision? Thanks!
There are only two GTE functions that will apply the perspective correction - GTE_RTPS and GTE_RTPT, and they both do exactly the same thing, just that one works on a single point and the other on a triple. Also note that if you are planning to texture this and are close to the near plane you will get terrible texture distortion because although GTE_RTPS and GTE_RTPT do perspective correction on the geometry there is no perspective correction on the textures.
Thanks for the info! I'm not really worried about perspective correction at this stage, maybe after I manage to fix the clipping problems. I have tried to do some subdivision but it doesn't really help much on my case, the model I was trying to render has very uneven polygon sizes, but I was hoping there was a general way of fixing the near clipping issues for large polys other than subdividing, but it does not seem the case. . I will try to remodel the mesh and see if I have more luck that way.
Enforcing your modeling methods could help a lot, especially when you have huge polygons and no subdivision whatsoever. You would still get near clipping issues, but they'd be a lot less frequent. Still, if you want your polygons to render correctly when they get close to the camera, active subdivision is what Sony officially used in their HMD library.