Original Post
Hello members,
Our company is porting our OpenGL SceneGraph to DirectX and we''ve got a problem with the clipping planes from D3D. We use a dynamic near/far clip management, but we''ve got the problem that the far clipping plane seems to move towards the near clipping plane if the value for the near clipping plane becomes too small. In OpenGL we get "only" a loss in rendering accuracy (flickering), but D3D seems to "correct" the clipping planes (which is not desired). Is there a way to change that behaviour in D3D?
Many thanks,
Lyve
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