Problem with the View Volume?
Good day everyone,
I am having a problem and I was hoping someone could help me. I am on Windows Vista, running OpenGL 3.3, and GLSL 3.3.
I am able to draw lots of different objects, and do things with them in the vertex and fragment shaders.
However, there is still one problem I have that I can not figure out.
Here is the situation:
- I create a window.
- I create vertex and fragment shaders that are basically just pass throughs.
- I then draw a simple square.
- If I translate the square in the Z direction by 0.5, -0.5, 1.0, or -1.0, the square will still appear in the window.
- I can translate the square up and down, left and right, and it works as intended.
- However, if I translate the square by anything more than 1.0 or -1.0 in the Z direction, I no longer see the square.
It seems as if by default, the viewing volume is a 2x2 cube centered on the origin, and only vertex's falling within this volume will be mapped to the window.
So if there is a vertex that is more then 1.0 units from the origin in the Z-direction, then it gets clipped.
Is this a correct interpretation of the problem?
Also, how do I solve this problem?