void SetCameraClippingPlanes(ICamera camera) { // TODO: we could probably do a better job of estimating // what the near plane should be so that it optimizes the // z buffer while not accidentally clipping anything we // care about. float nearPlane; if (_clippingPlanes.Near < 50) { nearPlane = 2f; } else if (_clippingPlanes.Near < 20000) { nearPlane = (float) _clippingPlanes.Near * 0.50f; } else { nearPlane = (float)_clippingPlanes.Near * 0.90f; } float farPlane = (float) _clippingPlanes.Far * 1.1f; camera.SetClippingPlanes(nearPlane, farPlane); }