Jump to content
  • Advertisement

Archived

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

quant

Clipping

This topic is 5508 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

-W < X <= W -w < Y <= W 0 < Z <= W "X, Y, Z, and W represent the vertex coordinates after the projection transformation is applied. Any vertices that have an x-, y-, or z-component outside these ranges are clipped, if clipping is enabled" The directx SDK doesnt really explain what clipping actually is, does clipping mean that if a vertex is clipped it wont be shown on the screen? I also dont understand why the W coordinate is used for clipping, would W be equal to the world-space z coordinate? Why is the z coordinate used? What if z was very small, such as 0.0001, wouldnt this cause pretty much all objects with this z to be clipped? Cant find anything about it on google. Hope you can clear this up _

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!