Calculates camera clipping planes based on a bounding sphere.
Uses a sphere instead of a bounding box to avoid discontinuities at box
edges/corners. The sphere produces smooth near/far values as the camera
moves, eliminating the need for exponential smoothing.
near uses the nearest view-axis depth on the sphere, floored by
nearPlaneFloor — which is what keeps the near/far ratio (and
therefore depth-buffer precision) bounded whenever the sphere reaches
the camera plane, including when the camera is inside it.
Calculates camera clipping planes based on a bounding sphere.
Uses a sphere instead of a bounding box to avoid discontinuities at box edges/corners. The sphere produces smooth near/far values as the camera moves, eliminating the need for exponential smoothing.
nearuses the nearest view-axis depth on the sphere, floored by nearPlaneFloor — which is what keeps the near/far ratio (and therefore depth-buffer precision) bounded whenever the sphere reaches the camera plane, including when the camera is inside it.