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- Xref: sparky comp.graphics:9038 alt.3d:895
- Newsgroups: comp.graphics,alt.3d
- Path: sparky!uunet!elroy.jpl.nasa.gov!nntp-server.caltech.edu!harry!andrey
- From: andrey@harry.ugcs.caltech.edu (Andre Yew)
- Subject: Re: Why 3D clipping?
- Message-ID: <andrey.714366045@harry>
- Sender: news@cco.caltech.edu
- Nntp-Posting-Host: harry.ugcs.caltech.edu
- Organization: California Institute of Technology, Pasadena
- References: <6w#nlg+.thinman@netcom.com>
- Distribution: na
- Date: Fri, 21 Aug 1992 03:00:45 GMT
- Lines: 25
-
- thinman@netcom.com (Technically Sweet) writes:
-
- >Why does a 3D object painter need to do 3D clipping?
- >Is it necessary, or just a faster way of rejecting
- >off-screen objects & polygons?
-
- It's faster for rendering, and you can also
- clip to the space you need so you can increase the
- precision of your Z-buffer.
-
- >Is it good enough if I transform all my 3D polygons to screen+Z
- >and then don't draw polys that are off the screen, or have
- >a Z value that's greater than the viewpoint? I.e. are behind
- >the viewpoint?
-
- >Will this work for both orthographic and perspective projections?
-
- For perspective projections, you need to clip Z,
- otherwise objects that go behind the eye will not do the
- right thing.
-
- --Andre
-
- --
- Andre Yew andrey@through.ugcs.caltech.edu (131.215.131.169)
-