RE: [AD] Patch for the documentation of polygon_z_normal() |
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- To: <alleg-developers@xxxxxxxxxx>
- Subject: RE: [AD] Patch for the documentation of polygon_z_normal()
- From: "Robert Ohannessian" <ROhannessian@xxxxxxxxxx>
- Date: Tue, 7 Jun 2005 08:22:05 -0700
- Thread-index: AcVraBzxXyjynNGAQIild9rAFbcMSAAC/YcA
- Thread-topic: [AD] Patch for the documentation of polygon_z_normal()
> Also, do you think that one of the 3D examples needs to use the
> "camera->poly dot normal" method instead of polygon_z_normal()?
That's probably too difficult for a beginners guide. You can't just do
camera->poly dot normal > 0 and have that work, you need to compare
against a range of values (which can be negative), based on the
projection transform, and clip against that.
If you don't do that, then you need to convert your geometry to
screen-space. In that case, you might as well just use
polygon_z_normal().