FAQ/Clipping, Culling, and Visibility Testing: Difference between revisions
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:When I move the viewpoint close to an object, it starts to disappear. How can I disable OpenGL's zNear clipping plane? | :When I move the viewpoint close to an object, it starts to disappear. How can I disable OpenGL's zNear clipping plane? | ||
; [[Occlusion Query]] : How do I perform occlusion or visibility testing? | ; [[Occlusion Query]] : How do I perform occlusion or visibility testing? | ||
; [[Stencil Mask]] : How do I render to a nonrectangular viewport? | ; [[FAQ/Stencil Mask]] : How do I render to a nonrectangular viewport? | ||
; [[Raster Position And Clipping]] : How do I draw glBitmap() or glDrawPixels() primitives that have an initial glRasterPos() outside the window's left or bottom edge? | ; [[Raster Position And Clipping]] : How do I draw glBitmap() or glDrawPixels() primitives that have an initial glRasterPos() outside the window's left or bottom edge? | ||
; [[Scissor Test And Framebuffer Clearing]] : Why doesn't glClear() work for areas outside the scissor rectangle? | ; [[Scissor Test And Framebuffer Clearing]] : Why doesn't glClear() work for areas outside the scissor rectangle? | ||
; [[Culling]] : How does face culling work? Why doesn't it use the surface normal? | ; [[Culling]] : How does face culling work? Why doesn't it use the surface normal? | ||
[[Category: | [[Category:FAQ]] |
Latest revision as of 18:33, 7 February 2015
- Clipping
- How do I tell if a vertex has been clipped or not?
- When an OpenGL primitive moves placing one vertex outside the window, suddenly the color or texture mapping is incorrect. What's going on?
- I know my geometry is inside the view volume. How can I turn off OpenGL's view-volume clipping to maximize performance?
- When I move the viewpoint close to an object, it starts to disappear. How can I disable OpenGL's zNear clipping plane?
- Occlusion Query
- How do I perform occlusion or visibility testing?
- FAQ/Stencil Mask
- How do I render to a nonrectangular viewport?
- Raster Position And Clipping
- How do I draw glBitmap() or glDrawPixels() primitives that have an initial glRasterPos() outside the window's left or bottom edge?
- Scissor Test And Framebuffer Clearing
- Why doesn't glClear() work for areas outside the scissor rectangle?
- Culling
- How does face culling work? Why doesn't it use the surface normal?