Peter Clifton wrote:
The cheapest trick to remove disturbing stuff in front of what you want to seeThat is basically how PCB+GL renders the board. Z isn't very expanded, but you can make out the detail. Some work would be needed if you wanted to reliably look "through" a section of board in a particular place though.. possibly some adjustment of layer transparency would be in order.
is moving the camera facing bounding plane of the view frustum towards the model - at least in OpenGL. Maybe not what makes you happy though..And there is a risk, that many users need a very clear explanation of this feature.
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