Title: Samsung Enterprise Portal mySingle

hi,

   we know that at present  the clutter's clipping is implemented in clip plane/stencil  buffer/Scissor.

   
   using stencil buffer, we can implement  arbitrarily ploygonous clipping. it is one very common way to do the clipping in gles.

   but now ,we have a new demand to implement the clipping without stencil buffer . because in our target the clipping based on stencil buffer is very slow, unacceptable.

   we consider two ways. i hope other guys can give me some suggestion or new idear.

    1. if  only rect clipping is considered,can i clip the actor in fragment shader?

        the clip arear is in object coordinates, can i in fragment shader , convert the fragment coord point from clip coordinates to object coordiantes ,then using rect including algorthim to discard those not in the area?

         vec4 obj = inverse_mvp*gl_FragCoord  to compute the fragment's object coordiate , then to discard those not in the clip area

        can it be possible?

  2. if the arbitrarily ploygonous clipping is required, can texture-based clipping be one good option?

      i may use one offscreen texture to render the clipping area, then in the later fragment shader,  to discard those outise of the cliping texture .

     it is just my idear, i still don't know how to implement it in the shaders.

  

  except  the aboves, can i have other way to do the clipping ?can someone give me good idear or comment some detail info on how to implement ?

  i also see some clipping using depth buffer test, this is also not one good way in our target, in our target ,the depth test is also slow.

 

thanks.

     

   

 

 

 

 

 

 

 

 

 

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