i have a problem with the glClipplane function, i have got a 6 plane definitions, which describe a convex volume, there is nothing wrong with the plane equation i’ve double checked them(derived from 3 points of a polygon, each normal pointing inwards). But in short i’m writing a maya plugin, in which i really need to have those clipping planes, but since it isn’t working, and in my pure java/jogl program it is, i believe it is the maya api which prohibits me to do so. So i came up with the following, not sure if it will work though, since i’m rendering a cube( 6 faces which are the clipping planes) render back faces first, with depth writing enabled, store these values, in an array, render front facing polygons also store these in an array, and then render the box into an stencil buffer, to determine the silhouette of the cube( basically drawing the front facing polygons, into the stencil buffer), in my head this should work, so i would only draw pixels that lay between the z depth of the back polys and the front polygons and also in the stencil region. would this work:) and can i do it without pixel shaders:)
Paul