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]>
Thanks a lot Mauricio

I tested the plane [1,0,0,0] and it clips in the middle (non vertex shader 
version), but still it does not work in CG vertex shader. I think user 
clipping planes are removed in programmable pipeline.

Cheers
Rhadamés


----- Original Message ----- 
To: "Multiple recipients of list OPENGL-GAMEDEV-L" 
<[email protected]>
Sent: Monday, May 23, 2005 11:53 AM


> 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
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