Original Post
I am trying to perform 3D clipping in software. Please see this link for the previous discussion: http://www.gamedev.net/community/forums/topic.asp?topic_id=479860 I am having trouble understand how to clip immediately after the application of the projection matrix but before the application of the perspective divide. I am using the same perspective matrix used by OpenGL so that the coordinates are normalized. If I perform clipping after the projection matrix but before the perspective divide, does that mean that I transform all the geometry with the perspective matrix, then I clip, then I divide by "W"?