Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Foxhound

User defined clipplanes

This topic is 5474 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I''m having trouble with getting clipplanes working with vertexshaders. According to the DX docs you should parse the plane in clipping space when using the hardware pipeline. I have three 3D points, i transform these points to view and then to projection space. Then i calculate the new plane using the D3DXPlaneFromPoints() function and activate it using SetClipPlane(). The clipping works but the plane it uses to clip makes no sense. When i rotate the camera the plane is not transformed correctly. I know for sure all matrices are correct! there must be something i''ve missed, but don''t know what??!!?!? Anybody...?

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!