From 0bf0b727117a43bd31ea1a52d381ba2bc24f72d6 Mon Sep 17 00:00:00 2001 From: ClAndrew Date: Tue, 1 Dec 2020 10:55:58 -0800 Subject: [PATCH] Updated SV_Barycentrics (markdown) --- SV_Barycentrics.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SV_Barycentrics.md b/SV_Barycentrics.md index 7e7904d..49fb474 100644 --- a/SV_Barycentrics.md +++ b/SV_Barycentrics.md @@ -98,4 +98,4 @@ As always, it is illegal to combine nointerpolation mode with centroid or sample Per-vertex attributes are never clipped, and always passed along unmodified, so that the pixel shader gets access to their values as they are output by the last shader in the geometry pipeline (DS, VS or GS). This is also true for vertices which happen to be outside the frustum, or even behind the W=0 plane in clip-space, regardless of what kind of clipping situation occurs for the current primitive. ## Wireframe mode -When drawing primitives with wireframe rasterizer mode (i.e., D3D12_FILL_MODE_WIREFRAME), barycentric co-ordinates follow the same order as the input vertices. This means that although a barycentric co-ordinate in a wireframe tends to have a zero component and two non-zero ones, the 3rd component isn't necessary the zero. \ No newline at end of file +When drawing primitives with wireframe rasterizer mode (i.e., D3D12_FILL_MODE_WIREFRAME), barycentric co-ordinates follow the same order as the input vertices. This means that when drawing triangle primitives for example, although a barycentric co-ordinate in a wireframe tends to have a zero component and two non-zero ones, the 3rd component isn't necessary the zero. \ No newline at end of file