// ShortReal precision factor used to add meaningful tolerance to
// ZNear, ZFar values in order to avoid equality after type conversion
// to ShortReal matrices type.
- const Standard_Real aPrecision = 1.0 / Pow (10.0, ShortRealDigits() - 1);
+ const Standard_Real aPrecision = Pow (0.1, ShortRealDigits() - 2);
// Compute enlarged or shrank near and far z ranges
Standard_Real aZNear = aMidDepth - aHalfDepth * theScaleFactor;
Standard_Real aZFar = aMidDepth + aHalfDepth * theScaleFactor;
- aZNear -= Abs (aZNear) * aPrecision;
- aZFar += Abs (aZFar) * aPrecision;
+ aZNear -= aPrecision * 0.5;
+ aZFar += aPrecision * 0.5;
if (!myCamera->IsOrthographic())
{
gp_Trsf aCenterTrsf;
aCenterTrsf.SetTranslation (theCamera->Center(), aNewCenter);
theCamera->Transform (aCenterTrsf);
- theCamera->SetDistance (Max (aMatchDistance[5] + aMatchDistance[4], Precision::Confusion()));
+ theCamera->SetDistance (aMatchDistance[5] + aMatchDistance[4]);
// Bounding box collapses to a point or thin line going in depth of the screen
if (aViewSizeXv < theResolution && aViewSizeYv < theResolution)