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  [solved] Back half of cube is being clipped (using geometry shader).  (Read 575 times)
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Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Posted 2013-11-24 16:49:16 »

I'm working on a geometry shader that takes points, color, rotation, scale and generates a 3d cube.

The code (including the GS, VS, and FS):

https://gist.github.com/ClickerMonkey/7605059

For some odd reason the back half of the rotating cubes are clipped... and they're not clipped on the back plane (which is at 100) because I can move them closer and further and the back is STILL clipped.

I'm fairly sure it has to do with my geometry shader, but after googling for hours I can't find anything =/

The only thing I suspect it could be would be gl_ClipDistance - something I could set to fix it? But there's no good information online...

Thanks!

Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Reply #1 - Posted 2013-11-24 17:59:32 »

Here's a picture of what it looks like:


Offline lcass
« Reply #2 - Posted 2013-11-25 00:13:41 »

That doesn't look like culling. How is it being rendered what type of polygon are you using.
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Offline Danny02
« Reply #3 - Posted 2013-11-25 00:43:29 »

use vec3 for the position and just a mat3 for the roation matrix. I guess your problem is that the w component of the corners is 0
Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Reply #4 - Posted 2013-11-25 15:39:06 »

That doesn't look like culling. How is it being rendered what type of polygon are you using.

That's why I said clipping =P

use vec3 for the position and just a mat3 for the roation matrix. I guess your problem is that the w component of the corners is 0

Holy moly! You're awesome =P I changed the w component of the corners to be 1.0 and not 0.0 and it worked! (derp they're points not normals)

Very odd, I wonder how having them be 0.0 would cause the backside to be clipped...

Anywho, thanks!

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