Together, the viewing Angle and the clipping planes define what is called the view frustum.
观察角度和切割面共同定义了视域。
Unlike the real world, 3d computing gives you two more view boundaries: near and far clipping planes.
与真实世界中的情况不同,3d计算给我们增加了两个视图边界:近切割面和远切割面。
The clipping planes also determine how depth buffer precision is distributed over the scene.
剪裁平面也决定深度缓存精度如何在场景上分布。
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