Re: clipping planes bypassed in CG vertex shaders

Rhadamés Carmona <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
well, I found this text in gamedev

" Face Culling, User Clip Planes, Frustrum Clipping, Homogenous Divide and 
Viewport Mapping operate on pipeline stages after the vertex shader. 
Therefore these stages are fixed and can't be controlled by a vertex shader. 
A vertex shader is also not capable of writing to other vertices than the 
one it currently shades. It is also not capable of creating vertices; it 
generates one output vertex from each vertex it receives as input. "

But my user clipping planes do not work anyway in the programmable 
pipeline... which trick must I know?...
Rhadamés


----- Original Message ----- 
To: "Multiple recipients of list OPENGL-GAMEDEV-L" 
<[email protected]>
Sent: Saturday, May 21, 2005 8:53 PM


>    Oh God!... user defined clipping planes are bypassed in CG - vertex
> program?. How to clip polygons?...
>
> Cheers
> Rhadamés
>
> ----- Original Message ----- 
> To: "Multiple recipients of list OPENGL-GAMEDEV-L"
> <[email protected]>
> Sent: Saturday, May 21, 2005 7:58 PM
>
>
>> Hi Guys
>>
>> I am using vertex shaders, and I found that user defined clipping planes
>> does not work properly. I found in OpenGL forums that we must transform
>> clipping planes to clipping space, because with programmable pipeline,
>> user
>> clipping planes are not transformed anymore... Is it true?.
>>
>> Thanks
>> Rhadamés
>>
>> ----- 
>> FAQ and OpenGL Resources at:
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>>
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>> Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?=
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