View Full Version : Transforming glClipPlane
MButchers
09-26-2001, 11:38 PM
hi there,
im having problems with glClipPlane.
I can set up the plane no problem but
i cant seem to transform it currently
im doing -
glEnable(GL_CLIP_PLANE0);
glPushMatrix;
glTranslate(Position.x,Position.y,Position.z);
glClipPlane(GL_CLIP_PLANE0,@PlaneEqn);
glPopMatrix;
ive tried switching the glClipPlane and
glTranslate but with no success.
Thanks
Mark
MButchers
09-27-2001, 11:13 PM
Nobody??
I don't think clip planes are affected by any matrix operations.
if BOB is right, then you have to define the clipplane in a box of dimensions: x,y,z= -1 to 1, and you look along z-axis i think from 1 to -1 ...
MButchers
09-28-2001, 12:38 AM
cheers for the ideas,
BOB , in the red book where it explains
glClipPlane it sugests trying transformation
functions and changing the plane coeficients.
So i assume from this it can be done.
I also used to use clip planes for rendering
my GUI to limit the area rendered into before
I used glScissor.(cant remember how i did it
but im sure it was as above)
Besides whats the point of having user defined
clip planes if they cant be moved!!
Cheers
Mark
[This message has been edited by MButchers (edited 09-28-2001).]
Just read throught the Red Book on clipping planes, and it seems like they are affected by the modelview matrix, so I was wrong on that one.
If you say that your glTranslatef does not affect the clipping plane, the only thing that I can think of is that you are translating the projection matrix.
MButchers
09-28-2001, 02:38 AM
hi there,
I dont think I am because I used to
have a call in there to glScale(1,-1,1) to
flip the geometry and this worked.
I will check tonight ( dont have code on
me! )
Cheers
Mark
MButchers
09-28-2001, 09:45 AM
Its not using glMatrixMode(GL_PROJECTION)
during this call!
Any other ideas anyone?
Thanks
Mark
WEll, you could try transforming the plane yourself?
DFrey
09-29-2001, 07:57 AM
Its not using glMatrixMode(GL_PROJECTION)
during this call!
Your answer doesn't convince me you are certain the modelview matrix is current when the function is called. Did you try putting a glMatrixMode(GL_MODELVIEW) before that glPushMatrix?
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