stride3d / stride3d/stride

[Math] Investigate possible near clip plane issues

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area-Graphics bug
Dominant language
C#
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Description

Release Type: GitHub

Version: Latest

Platform(s): Any

Describe the bug
Phr00t over on discord mentioned that computing the bounding frustums' near plane might not be properly set up. Here's the diff he did to fix this https://github.com/phr00t/FocusEngine/commit/c230d4d3d735f3c49483fa61914c50dba580fc9d

Create a repro and investigate if it is indeed just a computation issue or if instead it is the matrix used that is not setup properly.

To Reproduce
Phr00t mentioned that he "noticed it in VR with things held close", hopefully this is enough to investigate.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the linked FocusEngine commit and locating the bounding frustum near-plane computation and the matrix setup it depends on. Create a reproduction for objects held close in VR, then determine whether the problem is the near-plane calculation or the matrix and verify the identified cause.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
computer-graphics, game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
35/100

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