RE: [Algorithms] Perspective Projection and Clipping in Homogeneous Coordinates.
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From: Stefan B. <ste...@te...> - 2000-09-30 12:26:18
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> A certain Japanese console has a unusual need for its clipping matrix, it > needs -|w| < z < +|w| rather then the usual 0 < z < w. > This means that that any text book clipping matrix, needs modifing for > S***'s chips. Well, actually... 'unusual' in this case means "different from D3D" I suppose? OpenGL has exactly the same convention and if you think about it it makes more sense to have the same clip criteria for z as for the other coordinates. IMHO, of course. Cheers, Stef -- Stefan Boberg, R&D Manager, Team17 Software Ltd. bo...@te... |