Path: utzoo!utgpu!news-server.csri.toronto.edu!bonnie.concordia.ca!uunet!orca!undies!pmartz From: pmartz@undies.dsd.es.com (Paul Martz) Newsgroups: comp.graphics Subject: Re: How do I draw a perspective view? Message-ID: <1991Jun6.172459.13616@dsd.es.com> Date: 6 Jun 91 17:24:59 GMT References: <9106010027.AA01356@bruny.cc.utas.edu.au> <1991Jun3.213012.7393@cs.ubc.ca> <1991Jun6.002233.5415@vicorp.com> Sender: usenet@dsd.es.com Reply-To: pmartz@undies.dsd.es.com (Paul Martz) Organization: Evans & Sutherland Computer Corp., Salt Lake City, UT Lines: 24 Nntp-Posting-Host: 130.187.85.56 In article <1991Jun6.002233.5415@vicorp.com>, ron@vicorp.com (Ron Peterson) writes: > In article <1991Jun3.213012.7393@cs.ubc.ca> mgobbi@cs.ubc.ca (Mike Gobbi) writes: > [text on how to do perspective deleted] > > > >Note that you MUST clip any polygon which has ANY vertex behind the eye > >(negative or 0 z-value) or else really wierd stuff will happen. > > > Is there a simple general method for doing perspective calculations that > works for ANY orientation of object, screen, and POV including situations > where: > * part of the object is behind the POV and part in front or > * if the object crosses between octants of the coordinate system or > * the object resides at the origin or > * the POV is inside the object being rendered > or does it have to be broken into cases? It does not have to be broken down into cases, as long as you: - Use a generalized viewing pipe, a la Foley & Van Dam; - Send every primitive through a clipping function after it has been transformed to NPC space. -- -paul pmartz@dsd.es.com Evans & Sutherland