Horde3D

Next-Generation Graphics Engine
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 Post subject: Clipping-Planes
PostPosted: 29.02.2012, 15:49 
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Joined: 26.09.2011, 23:56
Posts: 14
Location: Augsburg
Hi,

for my water-simulation I need some kind of Clipping-Planes. Not only because of performance issues, but also for correct displaying of the reflection-/refraction-map. At the moment I use a work-around in which the shader discards all fragments, which have a certain height. This works quite nice, but anyhow the shader processes all vertices, which takes time and more worse the vertex-shader for shadow mapping also generates more info. This leads to a enormous consumption of rendering time at shadow-processing.

So is there a possibility to have individual user-clip-planes per pipeline-stage in horde?

Thanks :)


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 Post subject: Re: Clipping-Planes
PostPosted: 29.02.2012, 16:58 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
AFAIK no. But maybe you can adjust the camera projection matrix as mentioned in this paper to have a user defined clipping plane.


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 Post subject: Re: Clipping-Planes
PostPosted: 02.03.2012, 15:40 
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Joined: 26.09.2011, 23:56
Posts: 14
Location: Augsburg
Hi Volker,
thanks for your post :) Too bad, that horde can't do that :(
Just had a quick look at the paper, seems very promising to me. Hopefully I can understand the mathematics behind that ;)


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