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, with "post transformed" I'm actually simply saying "post projection", that is standard model, view and proj matrices are used. Just remember that planes are more or less like normals and therefore when you transform planes you should use the inverse transpose of the transformation you directly use for points. Bye, Maurizio de Pascale [email protected] Rhadamés Carmona wrote: >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 > > > ----- 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).