RE: clipping planes bypassed in CG vertex shaders
"Tony Cox" <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
No, as previously explained by others, there's just no way you can possibly clip before the vertex shader. Since the final position of the vertex is computed by it, how would you know whether and how to clip until you've run it? Tony Cox - Development Manager Studio ZR, Microsoft Game Studios -----Original Message----- Sent: Monday, May 23, 2005 8:03 PM To: Multiple recipients of list OPENGL-GAMEDEV-L Guys, thanks for all comments. Well, clipping must be applied per primitive (i.e. triangle)... so, it could be done before shading... Primitives can be removed, or clipped (it could add new verteces). So, in vertex shader, we can receive unclipped or new verteces, and we can play with them as we need (modify: move, translate, whatever). I think, it is good. After vertex shader, clipping even works, but it could not be good enough, because we do not want to waste gpu time shading verteces of objects which are going to be removed by clipping. Well, anyway, the point is that user clipping planes are disable in programmable pipeline (at least in my fx5200 and fx6800). I think, it is a little damn for some programmers. Regards Rhadamés ibing). ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Tony Cox 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).