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- Newsgroups: comp.graphics
- Path: sparky!uunet!decwrl!aurora!steve
- From: steve@aurora.com (Steve Anderson)
- Subject: Why 3D clipping?
- Message-ID: <1992Aug23.224815.12892@aurora.com>
- Organization: The Aurora Group
- Date: Sun, 23 Aug 92 22:48:15 GMT
- Lines: 22
-
- >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?
-
- One big reason besides the faster rejection argument is what to do if
- something is partly-on and partly-off the screen. Clipping at the
- pixel level for these guys might be expensive, even if you can handle it.
-
- This sort of problem appears in animation especially.
-
- But you are onto something, "real" clipping is usually the last thing
- added/debugged to a renderer, partly because you can often get along
- without it, but largely, I suspect, because it's not easy to do right,
- and usually not as much fun as adding yet-another-cool-rendering-effect.
-
- --steve
-
- --
- H. Stephen Anderson | email: steve@aurora.com
- The Aurora Group | Phone: (415) 327-3001
- 800 El Camino Real, Suite 200 | "If you are what you eat, then
- Menlo Park, California 94025 | I'm dead meat..." -- Timbuk 3
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