static void SetClip(float nearPlane, float farPlane)
|float nearPlane||The GPU discards pixels that are too close to the camera, this is that distance! It must be larger than zero, due to the projection math, which also means that numbers too close to zero may also produce weird results? This has an enforced minimum of 0.0001.|
|float farPlane||At what distance from the camera does the GPU discard pixel? This is not true distance, but rather Z-axis distance from zero in View Space coordinates!|
Set the near and far clipping planes of the camera! These are important to z-buffer quality, especially when using low bit depth z-buffers as recommended for devices like the HoloLens. The smaller the range between the near and far planes, the better your z-buffer will look! If you see flickering on objects that are overlapping, try making the range smaller.