Path: utzoo!utgpu!water!watmath!watcgl!watsol!bmacintyre From: bmacintyre@watsol.waterloo.edu (Blair MacIntyre) Newsgroups: comp.sys.amiga Subject: Window Clipping Keywords: graphics, 3-d, clipping Message-ID: <3060@watcgl.waterloo.edu> Date: 27 Jan 88 16:06:06 GMT Sender: daemon@watcgl.waterloo.edu Reply-To: bmacintyre@watsol.waterloo.edu (Blair MacIntyre) Distribution: na Organization: U. of Waterloo, Ontario Lines: 35 I have recently started a three-d fly-down-the-tunnel type game ( for the fun of it ). As anyone who has ever done three-d anything knows, this requires a lot of line clipping after the three to two-d transformation. I was under the impression that the layers library would handle this, but ... when I get line that go very far off screen, the line drawing routines behave very strangly ( I first thought it was the program, but when I wrote my own clipping routine, everything started working ). The strange behaviour was as follows: - draw a line from point a to point b, both onscreen. ok. - draw a line from point c to point b, with point c far of to the lower left of the screen ( ie. large +y, large -x ). - the line drawn: - does not connect with point b. It connects corrently in the x direction, but they values are off. - is not even a line. The result is a jagged series of vertical and sloped connected line segments. Anyone seen anything like this? Is the layers library supposed to handle this offscreen clipping? Or, if I have to continue to clip myself, does anyone have a very efficient clipping algorithm? Help!! Thanx in advance, Blair =========================================================================== |\ /| .Oop Ack Thppft! {o O} . bmacintyre@watsol (") U I haven't decided if I even HAVE an opinion, but if I do I'll be sure to ask my employer if it represents his ... ( I doubt it though, I'm only a co-op student! )