I thought Perspective divide is a result of applying a perspective projection matrix. is you could either manually divide all the vertices by their z components, or you could simply multiply them by the matrix. Do you also do a perspective divide when using an orthographic projection matrix? Great video. I'd really appreciate an answer to my question. Thank you very much in advance
No, orthographic projection does not have a perspective divide. And I understand. It's not common to think of perspective divide to be something separate from the perspective projection matrix, but it is. The division by z (or w in this case) happens *after* the perspective projection matrix.
@pikuma Another quick question: Do UI libraries like CoreGraphics on macOS, use GDI on Windows use a different kind of pipeline? I would guess that UI graphics libraries require only Screen-space coordinates since there's not need for projections
can i use DIB's for work with image\pixel... or theres another win32 method?(i know the DirectX\OpenGL, but i'm trying avoid them) correct me: speaking on 3D Lines: is only necessary(for don't use too much CPU) just projecting the Start and End points... or all line points?
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Agreed 100%
I can say that this video is the most completely rendering pipeline explanation I've seen in my whole life. thanks to pikuma
Great content Gustavo, very good explanation, you deserves more by your work
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great explanation!! thanks :)
Excellent video, a shame I didn’t find it sooner
I thought Perspective divide is a result of applying a perspective projection matrix. is you could either manually divide all the vertices by their z components, or you could simply multiply them by the matrix. Do you also do a perspective divide when using an orthographic projection matrix?
Great video. I'd really appreciate an answer to my question. Thank you very much in advance
No, orthographic projection does not have a perspective divide.
And I understand. It's not common to think of perspective divide to be something separate from the perspective projection matrix, but it is. The division by z (or w in this case) happens *after* the perspective projection matrix.
@@pikuma Thanks for the response.
Thanks for the vídeo!
@pikuma Another quick question: Do UI libraries like CoreGraphics on macOS, use GDI on Windows use a different kind of pipeline? I would guess that UI graphics libraries require only Screen-space coordinates since there's not need for projections
can i use DIB's for work with image\pixel... or theres another win32 method?(i know the DirectX\OpenGL, but i'm trying avoid them)
correct me: speaking on 3D Lines: is only necessary(for don't use too much CPU) just projecting the Start and End points... or all line points?
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