3 ms·
I would agree if it wasn't for the perspective corrected interpolation that happens in the w/z component for vertex properties[1]. You're not going to get that
by vvanders 8y ago
I would agree if it wasn't for the perspective corrected interpolation that happens in the w/z component for vertex properties[1].
You're not going to get that in a 2D rasterization API without doing a per-pixel calculation of each rasterized pixel(due to non-linearity) which would defeat the point of a 2D API.
[1] https://stackoverflow.com/questions/24441631/how-exactly-does-opengl-do-perspectively-correct-linear-interpolation https://stackoverflow.com/questions/24441631/how-exactly-doe...
- kevingadd 8y agoYou get that in plenty of 2D environments though. If you do a perspective warp in Photoshop you can get it, and CSS transforms (for HTML content!) will do it if you rotate around the x or y axes.
- vvanders 8y agoThat's because all of those are a perspective projection that flattens a 3 dimensional frustum into a 2 dimensional plane. It's kind of like saying that your eyes can't see things in 3 dimensions because all of the light is focused only on the back plane of your retina.