Re: Clip-plane Trnasformation via the World Matrix
From: Joerg Wagner (wagner_at_cs.tu-berlin.de)
Date: 07/22/04
- Next message: vsgdp: "Re: renderable texture filtering"
- Previous message: Callum Winter: "Re: newbie: rotating meshes"
- In reply to: Kevin Kreeger: "Clip-plane Trnasformation via the World Matrix"
- Messages sorted by: [ date ] [ thread ]
Date: Thu, 22 Jul 2004 16:41:51 +0200
No, it should not !
Have a look into the documentation. User Clip Planes have to be located
either in world space (for Fixed Pipeline) or in projection space (for
programmable pipeline).
What kind of effect do you want to implement where this behaviour causes
trouble ?
Joerg
"Kevin Kreeger" <kkreeger.at.cs.sunysb.edu.(donotspam)> schrieb im
Newsbeitrag news:6B77FA21-3546-430F-A28C-AA4EC64DDCE4@microsoft.com...
>
> Should Direct3D 9.0b transform clip planes according to the current
D3DTS_WORLD matrix?
>
> Basically I want the clip planes to move with the World Transformation. I
am able to get what I want to happen by using D3DXPlaneTransform(...) and
resetting the SetClipPlane(...) each frame with no real noticable frame rate
expense. But, I don't know, it just feels like that is something that a
graphics API should do for you (I am relatively new to DirectX having used
OpenGL for a long time and I somehow remember OpenGL supporting this)
>
> Thanks, in advance
>
> -Kevin
>
- Next message: vsgdp: "Re: renderable texture filtering"
- Previous message: Callum Winter: "Re: newbie: rotating meshes"
- In reply to: Kevin Kreeger: "Clip-plane Trnasformation via the World Matrix"
- Messages sorted by: [ date ] [ thread ]