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* INDEX * 3D game to-do list * 3D Engine to-do list ( chapter 1, 2, 3, 4, 5, 6, 7 ) *
* projection formula * transformation matrices * Bresenham algorithm * Scanline Polygonfill algorithm *
* Spieldesign / game design * Troubleshooting 3D * Irrlicht 3D engine * Blender for Beginners *

Chapter 6 -- Clipping

Clipping is another quite complex part: As soon as our gameworld grows, we have to restrict drawing to objects in view, so we neither have to calculate all the stuff behind the player, nor out of his view above and below, nor far to the sides. Most importantly, this chapter deals with the correct displaying of those polygons which are partially behind and partially within the viewport. Since we use our own drawing methods now, it's now up to us not to draw pixels outside the graphic buffer.

To be continued...

 
   
2008.08.26

http://www.ruthless.zathras.de/