Sets camera near/far clipping planes (depth range, Z-buffer precision). Takes camera (camera entity handle), nearPlane (near clip distance), farPlane (far clip distance). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, sets camera->nearPlane=(float)nearPlane and camera->farPlane=(float)farPlane. Controls visible depth range and Z-buffer precision.
This function sets camera clipping planes.
Sets camera near/far clipping planes (depth range, Z-buffer precision). Takes camera (camera entity handle), nearPlane (near clip distance), farPlane (far clip distance). Returns nothing. Validates entity is camera type, allocates camera->Camera3D if null, sets camera->nearPlane=(float)nearPlane and camera->farPlane=(float)farPlane. Controls visible depth range and Z-buffer precision.
This function sets camera clipping planes. Near plane: closest distance camera can see (objects closer than nearPlane clipped/invisible), typically small positive value (0.1-1.0), too small causes Z-fighting (poor depth precision), too large clips nearby objects. Far plane: farthest distance camera can see (objects farther than farPlane clipped/invisible), typically large value (100-10000), too large reduces Z-buffer precision (causes Z-fighting), too small clips distant objects. Z-buffer precision: depth buffer precision distributed logarithmically between near and far (ratio farPlane/nearPlane determines precision, smaller ratio = better precision), rule of thumb: keep far/near < 10000 for good precision. Use cases: (1) Render distance (set far plane for draw distance), (2) Close-up views (reduce near plane for macro photography), (3) Performance (reduce far plane to cull distant objects), (4) Precision (optimize near/far ratio to minimize Z-fighting), (5) Different scenes (indoor near=0.1/far=100, outdoor near=1.0/far=10000). Common pattern: b3dCameraRange(camera, 0.1, 1000) for standard indoor, b3dCameraRange(camera, 1.0, 10000) for outdoor, b3dCameraRange(camera, 0.01, 10) for close-up. Typical ranges: FPS games (near=0.1, far=1000-5000), flight sim (near=1.0, far=50000+), strategy (near=1.0, far=1000), close-up (near=0.01, far=10). Default range: cameras may have default near/far (check Camera3D constructor, typically near=0.1, far=1000). Camera allocation: if camera->camera==nullptr, allocates new Camera3D. Related: b3dCameraFOV sets field of view, b3dCameraProjMode sets projection type, b3dCreateCamera creates camera entity.