Re: clipping planes bypassed in CG vertex shaders
Maurizio de Pascale <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Hi Rhadamès, when using vertex shaders/programs Clip Planes are defined in post transformed space, that is [1,0,0,0] clips away exactly half of your screen. Bye, Maurizio de Pascale [email protected] Rhadamés Carmona wrote: >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 > > > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Maurizio de Pascale 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).