Jump to content
  • Advertisement
Sign in to follow this  
smakhack

Reciprocal of Homogenous W

This topic is 4698 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 All, Can some kind soul explain to me in 'Plain English' what 'Reciprocal of Homogenous W' actually means. As you can figure out from my question, I am trying to learn 3D game programming using DirectX set of APIs and encountered the term while playing with vertex buffers. Thx in advance

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
Yes, we could figure all that out from your question. *stares at you*

1/W

Share this post


Link to post
Share on other sites
Actually i don't know what Homogenous W is in the first place. Please also enlighten me on the use of it and its reciprocal.

Share this post


Link to post
Share on other sites
When using perspective, the projection matrix transforms a frustum into a cube. All the points in frustum are transformed accordingly. One of the affects of this transformation is that the value of the W component is no longer always 1.

The purpose of the XYZRHW format is to allow you to submit vertexes that have already been projected.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • 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!