@fyrx - lollerskates
@amitst (spelled it right see

) - I've never made a post about race here before, so your 'all the time' is quite exaggerated (OMG!!!11lolz) And it was just a warning, so stand off
@xenofur - I would imagine, as with other cam implementations I've seen, that zooming shifts the actual position of the camera, rather than adjusting an arbritrary zoom level. Setting a focal point like that, for a 'virtual' camera is quite difficult IIRC, and in a real-time engine I don't think it makes much sense. Also far clipping distances are specfied from the viewpoint (i.e. the camera), and not from the 'projected' player position. You can see this with zooming out for starters - the far-clipping and detail drop of objects will be linear with the amount you zoom out. Also, if you go below the 'floor' you will see through it into nothingness - achieving this by modifying your terrain near clipping distance would be horrible, and give nasty effects if you were still viewing at a 3rd-person angle - a big oval hole in the ground, at a certain size and distance. When you physically move the camera
through the ground, it's invisble (visible polygons and surface normals pointing up), so you don't need special-case clipping changes.
EDIT: And if you did do realtime-zoom on the camera, you would never actually see through the ground, which you can in Ryzom
