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]> |
true, thx, RIX ----- Original Message ----- To: "Multiple recipients of list OPENGL-GAMEDEV-L" <[email protected]> Sent: Monday, May 23, 2005 11:18 PM > 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). ----- 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).