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Scissoring or clipping questions

 
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Ghoti



Joined: 31 Dec 2005
Posts: 288

PostPosted: Sat Dec 23, 2006 5:10 am    Post subject: Scissoring or clipping questions Reply with quote

Hi folks,

since the clippingplanes that the psp includes are not very usefull because all my triangles are deleted to soon, i have to make my own i guess.

well sub question: i have read on the forum this thread: http://forums.ps2dev.org/viewtopic.php?t=6307&highlight=turn+clipping He has the same problem however his game does not need it.
If i turn off the clipping planes (by disabling them) my game does not crash but it just doesn't clip them it deletes them entirely when it would normally be clipped :S, so there has not been an answer to whether it is possible to turn it off. Is it possible?

My main question however is related to creating your own clipping.
I have these issues i'd like to solve before i'm going to implement something. I have tried using 2d sprite function with 3d rendering but it did not show more then one 2d sprite and i could not get it correctly on the screen. I would be able to render text to the screen with my own clipping without putting the text to far into space so that other objects can overlap them.

last but not least how do you go about making an own frustrum and correct clipping/scissor ?

greets ghoti
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My PSP games:

Boxy II: http://www.ghoti.nl/boxyii.php
Elementals: http://www.ghoti.nl/Elementals.php
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be2003



Joined: 20 Apr 2006
Posts: 144

PostPosted: Sat Dec 23, 2006 5:26 pm    Post subject: Reply with quote

hope this helps, there is the source at the bottom of the page...
http://www.cubic.org/docs/3dclip.htm
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Ghoti



Joined: 31 Dec 2005
Posts: 288

PostPosted: Sat Dec 23, 2006 10:04 pm    Post subject: Reply with quote

thanks but then i still don't know how to turn off the scissoring to do it myself.

furthermore, why did sony do the clipping like this? why did they not use a better algorithm?
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My PSP games:

Boxy II: http://www.ghoti.nl/boxyii.php
Elementals: http://www.ghoti.nl/Elementals.php
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