Ok guys, quick question. I'm writing my first 3d engine, real simple stuff. Flat shaded, nothing but triangles. Anyway, before making my poly list to send to the renderer, I have a simple 3d clipping filter. It excludes all polys outside the near and far clipping frustums, and the viewing planes. The problem is, I need to remove any poly that has even one vertice behind the near clipping frustum, or the projection will get all screwed up. How would I implement proper projection if a poly is partway past the clipping frustum, for example if there are two tris making a rectangular floor and the camera is in the middle? I've never actually seen anyone address this problem. For further clarification, here's a little diagram
![](http://www.gamedev.net/community/forums/ubb/frown.gif)
hope you're not using proportional fonts)
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Camera |---->
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| _____|_____ <- tri
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There's gotta be a way to properly transform the tri, even though one of the vertices is behind the near frustum. Anyone have any suggestions?
-Lutrosis#define WHOOPS 0class DogClass {public: CDog() { printf("Ruff!"); } Run() { printf("Run!"); } Crash() { printf("%d",100/WOOPS); }};DogClass CDog;CDog.Run();CDog.Crash();