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When vertex shader writes into gl_Position, the resulting coordinate is considered to be in clip space. What this means is that the vertex becomes a subject for clipping.
Thus, OpenGL clipping takes place in clip space as follows:
Any geometrical primitives outside the top, bottom, left and right of the view volume cube are clipped.
Anything in front near plane or behind the far plane is discarded:
if a triangle has at least one vertex in front or behind the view volume, the entire triangle is removed from the view.
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