Topic : 3D Clipping to an arbitrary FOV
Author : Paul Nettle
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from minor inaccuracies due to lack of precision in flaoting point or fixed point math. A simple "fix" is to clamp all clipped vertex X and Y compoonents to the appropriate Z value:

if (x < -z) x = -z;
if (y < -z) y = -z;
if (x >  z) x =  z;
if (y >  z) y =  z;


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