title: How do I methodically choose the near clip plane distance for a perspective projection?
body: <p>I have a 3D scene and a camera defined using <a href="http://www.opengl.org/sdk/docs/man/xhtml/gluPerspective.xml" rel="noreferrer">gluPerspective</a>. I have a fixed FOV, and I know the minimum distance of any geometry to the camera (it is a first-person view, so that is the minimum distance from the viewpoint to the character's collision volume).</p>
  
  <p>How can I choose the farthest <strong>near clip plane</strong> (for the best depth buffer resolution) which will <strong>will not cause any clipping</strong>, no matter how the player moves and looks?</p>
  
  <p>These distances are not simply equal because the <em>corners</em> of the near plane are farther from the origin than the center.</p>