Re: Tips for debugging D3D Textures & DirectSound?
Nadav Frum <[email protected]> Fri, 22 Oct 2004 21:14:38 +0200 (IST)
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <Pine.LNX.4.44_heb2.10.0410222106150.5202-100000@localhost.localdomain> |
On Fri, 22 Oct 2004, Ove Kaaven wrote: > fre, 22.10.2004 kl. 06.26 skrev Nadav Frum: > > However, to my understanding, the vector (x, y, z, 1.0) would also be > > correct. > > Only if you don't care about proper perspective. This transformation > loses the W information, which the renderer needs to implement > perspective-correct texture mapping, among other things. If you fix W to > 1, you'll get an affine texture mapping, which is likely to look quite a > bit uglier. (If you want, you can look at chapter 3.5.1 in the OpenGL > 1.5 specification to see exactly how W is used when associating texture > coordinates with fragments, in mathematical terms.) I decided that I do care about proper perspective. I have read the OpenGL spec and the w coordinate is used when interpolating the fragments data in relation to its surrounding vertices. My RHW patch is null and void. Nadav Frum ----------