Re: Perspective simulation

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Mon, 8 Jan 1996 17:38:27 +0100


I'm not sure why your doing some of the things your are, what do
you mean by dividing the vertices by -z isn't your dividing the
coordinates by -z defeating the perspective correction (the opposite
of what I think your trying to do here)? The shading operation relies
on appropriate projected z information to apply perspective correction
to interpolated texel values.

Humble apologies if I've missunderstood your method, I've never been
masochistic enough to try this.

Rgds,
Angus.

On Jan 8, 5:58pm, Christophe DELEPINE (Tel 8663 ou 8357) wrote:
> Subject: Perspective simulation
>
> This is more a GL question. Here it goes:
>
> I would like to do the perspective computation in software (just as an
> exercise). To do this, I multiply each vertex coordinate by the perspective
> matrix then divide by -z. I send those new x,y,z values through the pipeline
> making sure the projection matrix is loaded with identity. This works fine.
> I get the same image than if I had sent original coordinates with a
> perspective matrix loaded onto the stack.
>
> The problem arises with texture coordinates.
>
> If i assign the same u,v coordinates to the new x,y,z values, the inter-
> polation along the polygon is incorrect.
>
> Is there a trick so that the interpolation takes perspective into account ?
>
>
> I can provide with a simple test case if needed.
>
> thank you
>
>
> Christophe DELEPINE
> delepine++at++tts.thomson.fr
>
>
>-- End of excerpt from Christophe DELEPINE (Tel 8663 ou 8357)


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