Hi.
How is the clip space volume defined in OpenGL?
I would expect it to be defined as x\in[-1,1], y\in[-1,1] and z\in[0,1] - this is what is used in foley if i remember correctly.
Now what bugs me, is that when I do shadowmaps, I use a matrix to go from the clip space volume into the coordinates of the texutre, as suggested in some
nvidia presentation
[0.5 1 1 0 ]
[ 0 0.5 1 0 ]
[ 0 0 0.5 0.5 ]
[ 0 0 0 1 ]
The third row tells me that clipspace must be defined as z\in[-1,1].
What is true? Any references to where in the standard, that this is stated are also very welcome.
Jonas