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: >> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL >> >> -- >> Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?= >> INET: [email protected] >> >> Fat City Hosting, San Diego, California -- http://www.fatcity.com >> --------------------------------------------------------------------- >> To REMOVE yourself from this mailing list, send an E-Mail message >> to: [email protected] (note EXACT spelling of 'ListGuru') and in >> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L >> (or the name of mailing list you want to be removed from). You may >> also send the HELP command for other information (like subscribing). > > ----- > FAQ and OpenGL Resources at: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > > -- > Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?= > INET: [email protected] > > Fat City Hosting, San Diego, California -- http://www.fatcity.com > --------------------------------------------------------------------- > To REMOVE yourself from this mailing list, send an E-Mail message > to: [email protected] (note EXACT spelling of 'ListGuru') and in > the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L > (or the name of mailing list you want to be removed from). You may > also send the HELP command for other information (like subscribing). ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: =?iso-8859-1?Q?Rhadam=E9s_Carmona?= INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).