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glmath.js

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@@ -1059,18 +1059,18 @@ mat4translate:function(mat,v3,v3y,v3z){
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* Depth buffers often have 16 bits per pixel; each pixel isn't usually
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* a floating-point number. If the difference between "far" and "near"
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* is too high, the depth buffer can't distinguish well between two objects
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* that are very close, especially if both objects are quite far in the distance.
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* that are very close to each other, especially if both objects are quite far in the distance.
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* For best results:<ul>
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* <li>For <code>mat4perspective</code> and <code>mat4frustum</code>,
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* the "near" parameter should not be 0 or less, and should be set to the highest distance
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* from the camera that the application can afford to clip out for being too
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* close, for example, 0.1 or 1. This doesn't apply to <code>mat4ortho</code>.</li>
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* <li>The difference between "far" and "near" should not be greater than 65536
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* (the number of possible values per pixel in a 16-bit depth buffer) and should be
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* as small as the application can accept. In any case, "far" cannot be less than
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* as small as the application can accept. In any case, "far" should not be less than
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* "near".</li>
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* </ul>
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* @param {number} fovY Vertical field of view, in degrees. Should be less
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* @param {number} fovY Y-axis field of view, in degrees. Should be less
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* than 180 degrees. (The smaller
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* this number, the bigger close objects appear to be. As a result,
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* zoom can be implemented by multiplying field of view by an

glutil.js

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@@ -1330,7 +1330,7 @@ Scene3D.prototype.createBuffer=function(){
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* <p>
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* For considerations when choosing the "near" and "far" parameters,
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* see {@link glmath.GLMath.mat4perspective}.
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* @param {number} fov Vertical field of view, in degrees. Should be less
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* @param {number} fov Y-axis field of view, in degrees. Should be less
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* than 180 degrees. (The smaller
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* this number, the bigger close objects appear to be. As a result,
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* zoom can be implemented by multiplying field of view by an

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