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3
votes
1answer
57 views

Details of what GPU actually do when clipping in 4D homogeneous space?

I am learning programmable rendering pipeline by implementing a tiny software renderer. I try to implement it in a 'hardware' style. However, I am not familiar with the GPU pipeline and got some ...
3
votes
1answer
139 views

LibGDX - Show a minimap

I've started to develop a small roguelike game in LibGDX. I've also made a minimap class, which creates and updates the minimap as the player explores the dungeon, by using a Pixmap. The minimap class ...
1
vote
1answer
169 views

How can I use CCClippingNode to trim the top and bottom from a CCTableView?

I'm fairly new to Cocos2d and struggling with sizing a CCTableView. How can its height be controlled so that I have space at the top and the bottom? I'm trying to visually wrap the top and bottom of ...
0
votes
1answer
124 views

OpenGL: How to map point inside frustrum to normal device coordinates (NDC)?

I read this article http://www.songho.ca/opengl/gl_projectionmatrix.html. It's explain how calculate projection matrix coefficients. But I completely can't understand how author perform mapping from ...
2
votes
0answers
27 views

GL.Scissor not working as expected

I have some code for rendering a button in an application and I want to clip the text if it's wider than the button itself. Here a bit of code to describe what I'm doing: ...
2
votes
0answers
56 views

Custom 3D Renderer: Frustum clipping

I have recently been toying with the idea of creating a 3D-renderer from scratch and, after looking into it, doesn't seem like such a behemoth of a task as it sounds. Last night, I was tossing and ...
1
vote
0answers
34 views

How to test which edge is going in and which edge is coming out in Weiler-Atherton Algorithm?

The basics of Weiler-Atherton Polygon Clipping Algorithm are: Start from the first edge which is going inside the clipping area. When an edge of a candidate/subject polygon enters the clipping area, ...
1
vote
0answers
122 views

Cubic bezier polygon clipping

I have a large cubic bezier defined 2D polygon area which I need to render in DX11 real-time to create as many 4096x4096 textures as needed. An average control point count would be around the 12k and ...
1
vote
0answers
926 views

Clipping polygons in XNA with stencil (not using spritebatch)

The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera ...
0
votes
0answers
11 views

Window to Viewport Clipping

I'm learning about computer graphics and I have a question. I know that we have a window with some objects that we transform to our viewport (e.g. the device window). My question is when we perform ...
0
votes
0answers
18 views

Clamping in clip space

I'm trying to implement portal culling algorithm. And atm I'm stuck with clip space. What I do atm is bringing portal vertexes into clip space with frustum and view matrix of camera. Then I check ...
0
votes
0answers
19 views

Occlusion rendering setup/shader

I have a minigolf game and one of the common complaints is that the ball can get hidden behind objects, making it difficult to see and putt. I want to update my graphics engine to either: 1) not ...
0
votes
0answers
361 views

libgdx ScissorStack problem

Im making a user interface using libgdx I created a Window class & a Textfield class, that both use clipping. I use the ScissorStack class of libgdx for clipping. The Textfield is drawn inside ...