Original Post
My NVIDIA 8600GT supports user clip planes, but only when using the fixed pipeline. Is there any way to enable them when using shaders? I've occasionally come across places suggesting this is possible (e.g., a comment here suggests it works if you "write a clip distance to result.clip[0] in your vertex program"), but I don't know enough to know how to implement that? I'm using Cg and OpenGL if that makes any difference. Note, I've tried Oblique Depth Projection, but it doesn't work for me - please see this thread for details on that. Thanks in advance.