Perspective Projection Transformation
Posted 10 December 2008 - 11:19 PM
Posted 11 December 2008 - 02:37 AM
Posted 11 December 2008 - 09:20 AM
Z-fighting is not the reason behind the projection matrix being the way that it is. The reason is perspective-correct rasterization. The fact that there is more z precision closer to the camera is simply a benign side effect of the requirement that 1/z be interpolated across a triangle instead of z. For a thorough understanding of all this, I recommend reading Sections 4.4 and 4.5 of my book Mathematics for 3D Game Programming and Computer Graphics.
Posted 11 December 2008 - 09:41 AM
Posted 11 December 2008 - 11:03 AM
cause i dont know either. and what is its purpose, how does the clipper fit into this, because once a vertex is projected how are you supposed
to clip it with the near plane, i did it with a separate transform with the view matrix and clip that first, then do the rest in quick 2d.
Posted 11 December 2008 - 12:23 PM
Posted 05 February 2009 - 03:58 PM
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