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]> |
Hi Mauricio Which matrix transformation map points from object space to "post transformed space"?. Thanks again Rhadamés ----- Original Message ----- To: "Multiple recipients of list OPENGL-GAMEDEV-L" <[email protected]> Sent: Monday, May 23, 2005 5:08 AM > 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] > > ----- 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).