What's the standard location of a 3D clipping box?

Posted by Kendall Frey on Game Development See other posts from Game Development or by Kendall Frey
Published on 2012-09-29T16:18:10Z Indexed on 2012/09/29 21:51 UTC
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The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would.

My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1)

Or is there no standard?

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