Thinking about new hardware monster like GeForce 3 I was doing some neuron shaking about clipping :

with nowadays hardware it’s usefull to have a clipping routines that subdivide triangles with viewing frustum planes ?

Let me explain, if I have a big triangle whose vertrex are all outside the frustum but still some surface of the triangle is in I need to split the triangle using the frustum planes.

Ok, do we really increase performance with this ?

Or it’s better to test if (for example) triangle center if far away from frustum planes more than “longest-center-vertex” distance and let the hardware do the clipping ? (let’s say we have precalculated center-vertex distance for every triangle)

Dunno…