Godot Version
v4.4.1.stable.arch_linux
Question
While both PERSPECTIVE and ORTHOGONAL camera modes are pretty clear in how they work, I’m struggling to understand how do you set up a FRUSTUM camera - unfortunately, documentation does not do a good job describing how it works either.
First of all, it’s quite apparently more or less just a perspective camera with an extra feature (frustum offset) and a different way to set it up. Cool. However, I’m confused about how it’s set up: it’s evidently controlled by the near
and size
properties, but what exactly they specify eludes me.
First of all, unlike other camera modes, here changing the near
property actually affects what the camera sees (and the result is quite something for low values). Second, size
property would seem to set the size of the camera’s near plane (aka what’s seen on the screen, much like in orthogonal camera), but looking at the camera gizmo seems to imply that it changes as you change the near
property. Or is the gizmo basically lying and the near plane is located right at the camera origin in this mode?
Any help with understanding this camera mode works would be greatly appreciated!