Panajev2001a
Veteran
User clip plain function is loaded onto GPU of PSP.
As for this, it is the mechanism which can be appointed the 3D game developer draws to where from somewhere of the systems of coordinates of GPU. Having played the 3D game, distant 3D object, a certain distance goes out in boundary and/or appears probably those like the drawing boundary line which is not visible have been perceived. Among such drawing boundaries, the distant clip plainness "Far Clip Plane", the clip plainness of point of view side is called "Near Clip Plane".
As for the drawing boundary line other than "Far" and "Near", there is also a drawing boundary line of angle of view. 3D graphics is the case that it indicates the image which is caught from the camera which is installed in point of view in the monitor, but naturally it has appeared in the camera, (= angle of view) outside is not visible. In other words you do not draw the object which is outside this angle of view and the て there is no hindrance. This the clip of angle of view is plain.
As a basic decision of the optimization in the world of 3D graphics, there are some where "you do not draw any which are not visible". Then, it will try any which is outside the clip plainness not to draw...... with the idea which is said is born.
With GPU of PSP, clip plain function can be made effective/invalid. If it makes invalid, it meaning that clip plain processing is abbreviated, that much it becomes light, but there is a possibility those which are not visible wastefully being drawn. If it makes effective, it meaning that clip plain processing is done, this becomes the overhead, but that much, wasteful drawing decreasing, room is born in GPU, perhaps) (. It should use which, it depends on the design and the scene of the 3D game.
It sounds to me that all clipping planes are user-definable.
Well, I hope so, because as I wrote in my previous post it would become a mess if you had to do clipping in Software.[/quote]