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Article #61

GL Rasterization & Homogenous coordinates

#61
From: olivier.brunet
Date: Thu, 26 Mar 1998 00:00
32 lines
1637 bytes
I would like to use in rasterization only mode, ie I do all the
transformation/projection maths, and then I use GL to rasterize. I want to
keep the
perspective correctness of mapping too.

To achieve this I have the following data:
- GL_MODELVIEW is identity
- GL_PROJECTION is identity
- for each vertex I have X in screen space, Y in screen space, and 1/Z (where
Z is the world
coordinates Z)

So to setup mapping coordinates I do something like this:

glTexCoord4f(u * (1/z), v * (1/z), 0, 1/z)

But I got a probelm to specify vertexes in order to appear where they should
(and have the
depth buffer work correctly too)

I don't manage to get the correct formula for the glVertex call ...

glVertex3f(x,y,1/(1/z)) or glVertex(x,y,?,(1/z))

If you have ideas ...

Thanks,
Olivier

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From: olivier.brunet@capway.com
Subject: GL Rasterization & Homogenous coordinates
Date: 1998/03/26
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