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Blaster

GeForce and user clip planes

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I have a GeForce4 Ti 4200. It seems that it doesn''t support user clip planes. I read that since the first GeForce, user clip planes are supported at the cost of texture units. I also read that the nVidia drivers no longer report user clip planes in the caps as of some driver version. Any calls to SetClipPlane I try to do fail. The debug output says that the clip plane index is too high (of course, it''s greater or equal to caps.MaxClipPlanes). I have also heard of the texkill thingy in the shaders that can do the same kind of thing as user clip planes, but right now I''m not using shaders. What can I do to have user clip planes? ---------------- Blaster Computer game programmer and part time human being Strategy First - http://www.strategyfirst.com BlasterSoft - http://www.blastersoft.com

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You''re right, caps viewer says my GF3 has no user clip planes. I can use them in OpenGL, but they are implemented using textures, so if I use 4 textures and a clip plane, I think it will drop to software rendering.
You could try implementing the clip plane with a texture yourself. Create a 2x1 texture which is:

[0 alpha | 1 alpha]

Use camera-space-position texture generation and the texture matrix to set the texture coordinates so that the centre of the texture is at your clip plane position. Then use alpha test.


http://users.ox.ac.uk/~univ1234

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Have you tried 1 clip plane and 1 texture? Does it work in full hardware with that?

I have no textures set when I set the clip plane.

The ATI Radeon better not be better than a GeForce, because the Radeon supports clip plane very well.

----------------
Blaster
Computer game programmer and part time human being
Strategy First - http://www.strategyfirst.com
BlasterSoft - http://www.blastersoft.com

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