On Mon Mar 4 19:03:27 2024 +0000, Stefan Dösinger wrote:
What does clipped mean here? Outside of the 0.0;1.0 depth range? In the TLVERTEX case you get depth values -0.5, 6.5 and -3.0, suggesting that the near and far clip planes don't matter. If I understand this test here right they do matter for LVERTEX. That is consistent with later d3d versions where Z clipping is essentially disabled when drawing pretransformed geometry with the right settings. Another way to look at this is that Z clipping is done by D3DPROCESSVERTICES_TRANSFORM not the draw op (D3DOP_TRIANGLE).
Yes, depth-clipped.
If I'm understanding your last statement properly, it doesn't seem right. Two triangles could share one or two vertices and still be clipped independently. Further, several of the quads in this test have all vertices outside of [0,1] depth range, yet the portions passing through that depth range do result in successful picks.