...及到了矩阵的求逆操作,我想问一下,你们通常是在那个空间中执行光照计算,书上说在OpenGL 和D3D自身都是在剪切空间(Clip Space)中完成光照计算。
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First, let's start off by just transforming the plane vertices into clip space and setting their texture co-ordinates.
首先,让我们将经过变换处理的平面顶点放入到裁剪空间里,然后设置其的纹理坐标。
It takes an input (flexible) vertex which has properties like position, normal, color, texture co-ordinates and outputs the vertex in the CLIP space.
它由输入(定)点的属性:象坐标、线、色、理坐标,然后输出置向CLIP空间的顶点。
The vertex positions are transformed from clip-space to window space via the Perspective Divide and the Viewport Transform.
经过视角除法和视口变换两步,顶点的位置就从裁剪空间变换到了窗口空间。
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