Thanks Mark!

The only problem I see is that if I clip "inward" then to create a hole I
would need two inward facing planes.  wouldn't that cause both to to clip in
opposite directions to infinity, thus clipping everything?

Dave Yazel

----- Original Message -----
From: "Mark Hood" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, July 15, 2002 3:38 PM
Subject: Re: [JAVA3D] Model clipping


> Date:         Mon, 15 Jul 2002 14:48:53 -0400
> From: David Yazel <[EMAIL PROTECTED]>
>
> I never got a response on this, so I thought I would resend it.  Also, can
> anyone explain the Vector4d that defines the clipping planes, or does
anyone
> have examples of how this works?

The Vector4d x, y, z, and w values correspond to the A, B, C, and D
coefficients of the plane equation Ax + By + Cz + D = 0.  In this
representation the vector (A, B, C) is the normal to the plane.  If you
extend
this normal from the origin and go a distance D from the origin backwards
along
the normal direction you'll get a point that intersects the plane.

The model clip region is defined by the intersection of up to six
half-spaces
defined by the clipping planes.  A half-space is defined by an inequality in
the plane equation: Ax + By + Cz + D <= 0; that is, all points that are on
one
side of the plane.

You should be able to define the direction of the clip plane normal outward
to
create holes if you like.  The model clip planes are affected by a bounds or
bounding leaf as well as hierarchical scope.  The clipping is performed at
the
pixel level by the graphics hardware.

-- Mark Hood

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