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434(1): 02/02/10 00:59 ID:??? AAS
A certain Japanese console has a unusual need for its clipping
matrix, it needs -|w| < z < +|w| rather then the usual 0 < z < w.
This means any text book clipping matrix, needs modifing
for GS chip what we call FUCH-KUTARAGI-CHIP.
The best reference IMHO for clipping and perspective transforms is
Jim Blin`s Trip down the Graphics Pipeline which describes the
perspective system in details, and it also explains how to create
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440(4): [age] 02/02/10 08:32 ID:??? AAS
>>434
OpenGL, the most popular graphics library in the world, requires that z value in
homogeneous clipping space be within the range between -w and w, as is the case
with your platform. Historically, I believe, this type of projection matrices
rather than DirectX-style projection matrices (0 < z < w) has been widly used.
>>437
You can use the upper-left 3x3 matrix of your transform matrix (from world space
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