Game Development Reference
In-Depth Information
start = -1;
}
else
{
// Exit if we've gone all the way around the
// polygon without finding a valid triangle.
if (start == -1) start = p2;
else if (p2 == start) break ;
// Advance working set of vertices.
m2 = m1;
m1 = p1;
p1 = p2;
p2 = GetNextActive(p2, vertexCount, active);
}
}
delete [] active;
return (triangleCount);
}
Chapter 9 Summary
Depth Value Offset
To offset the depth of a vertex whose z coordinate is roughly P by a distance δ ,
the
(
)
3,3 entry of the perspective projection matrix should be multiplied by 1 ε
+
,
where
2
fn
δ
ε
=−
.
(
)
f
+
nPPδ
+
z
z
Decal Application
A decal of width w and height h centered at the point P , having normal direction
N and tangent direction T , should be clipped to the planes
w
w
left
=
TTP
,
right
=
TTP
,
+
2
2
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