Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Wilf LaLonde Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Hither clipping plane Date: Wed, 03 Sep 1997 22:52:52 -0400 Organization: The Object People, Inc. Lines: 29 Message-ID: <340E2284.6EB@objectpeople.on.ca> References: <33C96F70.1C0E@charlie.cns.iit.edu> <33C9DF38.2127@interactive.sony.com> NNTP-Posting-Host: 205.189.159.246 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 2.01 (Win95; I) To: Developer Support I'm having the same well-known near clipping problem. Subdividing everything is too expensive and helps but doesn't completely solve the problem. If I perform front-clipping on all my triangles, the problem is completely solved but I can't maintain 32 fps. Because the renderer is running on a separate processor in parallel, it's really very very difficult to pay for the clipping cost on the processor that we all have access to. What is even more bothersome is that a little extra work performing correct clipping is a whole lot less work for the renderer than heavy duty extra subdivision all over the place. Perhaps Sony might be willing to provide a slightly slower version of the renderer that clips properly. Or, provide a way for us to plug in our own renderer. In fact, this would allow a number of the more advanced programmers an opportunity to develop specialized renderers. Does anyone know of a good solution? Wilf