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).
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.