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]> |
Yeah!...bypassed... Clipping planes simulated in fragment program, implies some extra computation that could be avoided using real clipping planes. Fragments are removed (but they were considered in rasterization, generating some overhead). Well, well, we are horrified. LOL. All d best! Rhadamés (RIX) Well, I guess it pays to RTFM. According to the nVidia vertex_program extension: "What part of OpenGL do vertex programs specifically bypass? Vertex programs bypass the following OpenGL functionality: o Normal transformation and normalization o Color material o Per-vertex lighting o Texture coordinate generation o The texture matrix o The normalization of AUTO_NORMAL evaluated normals o The modelview and projection matrix transforms o The per-vertex processing in EXT_point_parameters o The per-vertex processing in NV_fog_distance o Raster position transformation ===> o Client-defined clip planes" ...and it's right there on the last line. A further question clarifies the reasoning: "Should client-defined clip planes operate when vertex program mode is enabled? RESOLUTION. No. OpenGL's client-defined clip planes are specified in eye-space. Vertex programs generate homogeneous clip space positions. Unlike the conventional OpenGL vertex transformation mode, vertex program mode requires no semantic equivalent to eye-space. Applications that require client-defined clip planes can simulate OpenGL-style client-defined clip planes by generating texture coordinates and using alpha testing or other per-fragment tests such as NV_texture_shader's CULL_FRAGMENT_NV program to discard fragments. In many ways, these schemes provide a more flexible mechanism for clipping than client-defined clip planes. Unfortunately, vertex programs used in conjunction with selection or feedback will not have a means to support client-defined clip planes because the per-fragment culling mechanisms described in the previous paragraph are not available in the selection or feedback render modes. Oh well. Finally, as a practical concern, client-defined clip planes greatly complicate clipping for various hardware rasterization architectures." ...so the recommendation is to use the texture hack that older nVidia hardware uses (urgh!). I'm horrified. (like subscribing). ----- 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).