Mukund
08-16-2011, 09:16 AM
Hello Everyone,
I needed a clarification w.r.t the way varying variables are interpolated. I am reading this link:
LINK (http://en.wikibooks.org/wiki/GLSL_Programming/Rasterization#Linear_Interpolation_of_Varying_Vari ables)
It says:
For each triangle, the vertex shader computes the positions of the three vertices. In the diagram to the right, these positions are labeled as V1, V2, and V3. The vertex shader also computes values of varying variables at each vertex
Now, how is the interpolation done in a case where a vertex is partially occluded by the view frustum?
PIC (http://imageshack.us/photo/my-images/840/unledmrm.png/)
So, lets assume that is a top view of a cube. Since the edges do not fall within the view volume and are not rasterized, how does interpolation take place for the front face of the cube?
Could anyone please elaborate this?
Thanks in advance.
I needed a clarification w.r.t the way varying variables are interpolated. I am reading this link:
LINK (http://en.wikibooks.org/wiki/GLSL_Programming/Rasterization#Linear_Interpolation_of_Varying_Vari ables)
It says:
For each triangle, the vertex shader computes the positions of the three vertices. In the diagram to the right, these positions are labeled as V1, V2, and V3. The vertex shader also computes values of varying variables at each vertex
Now, how is the interpolation done in a case where a vertex is partially occluded by the view frustum?
PIC (http://imageshack.us/photo/my-images/840/unledmrm.png/)
So, lets assume that is a top view of a cube. Since the edges do not fall within the view volume and are not rasterized, how does interpolation take place for the front face of the cube?
Could anyone please elaborate this?
Thanks in advance.