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smakhack

Reciprocal of Homogenous W

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smakhack    122
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

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Guest Anonymous Poster   
Guest Anonymous Poster
Yes, we could figure all that out from your question. *stares at you*

1/W

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JohnBolton    1372
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.

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