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:
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>
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----- 
FAQ and OpenGL Resources at:
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-- 
Author: Maurizio de Pascale
  INET: [email protected]

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