Camera Movement and Position |
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Each view
into the world is based on a camera at a particular
(x,y,z) coordinate oriented in a particular direction. To
construct your world, place objects in your world, or
determine how a player will experience your world you
need to move that camera about. You do this with the I
and O keys, mouse movement, and occasionally the right
mouse button. For each view pane, the DEdit renderer calculates and displays information within a cube. The view is bounded by six planes beyond which information is ignored, or clipped: a near clipping plane parallel to the screen and close to it, a far clipping plane parallel to the screen, and four edgewise clipping planes perpendicular to the screen. In the orthogonal views, the displayed cube is already constrained because only two dimensions are used. In a Perspective View pane, however, the amount of information that must be calculated within the displayed cube may significantly slow the DEdit renderer. This is especially true when you pull your camera back to view large areas of the world. In that case, you may prefer to move the far clipping plane closer to you to reduce the number of vertices the renderer must handle. To move the far clipping plane, press and hold C and move the mouse backward and forward. |
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For more
information, visit the official LithTech site at http://www.lithtech.com |