Nil_z

04-09-2001, 04:02 PM

I am working on an algorithm of clipping part of triangle at the near plane. It can work right now, but I feel it is far from effecient. The main idea is:

I have 3 vertex in count clockwise order.

for each vertex

{

if vertex.z > 0 // vertex within the frustum

{

store it

if the next vertex.z < 0

{

calculate the intersect point

calculate color, texture coordinate...

store that

}

}

else // vertex out of the frustum

{

if the next vertex.z > 0

{

calculate the intersect point

calculate color, texture coordinate

store it

}

}

}

draw all the vertex in a triangle strip

as you can see, there are a lot of "if" in it(there are more in the real code). Is there a more effecient way to do it?

I have 3 vertex in count clockwise order.

for each vertex

{

if vertex.z > 0 // vertex within the frustum

{

store it

if the next vertex.z < 0

{

calculate the intersect point

calculate color, texture coordinate...

store that

}

}

else // vertex out of the frustum

{

if the next vertex.z > 0

{

calculate the intersect point

calculate color, texture coordinate

store it

}

}

}

draw all the vertex in a triangle strip

as you can see, there are a lot of "if" in it(there are more in the real code). Is there a more effecient way to do it?