I'm probably clutching at straws but is there a way in OpenGL, possibly with extensions but not vertex shaders to achieve the following:
for an arbitrary three component vertex (position) [x y z] being fed into the vertex pipeline i need the gl to normalise [xyz] then multiply by z.
OR
for an arbitrary four component vertex (position) [x y z w] being fed into the vertex pipeline i need the gl to normalise [xyz] before the division by w where w is always 1/z.
This needs to be achieved for sucessive vertices preferably with no state changes. I am currently doing this on the cpu side but would prefer to...
A) Let the gl handle it for possible performance gains
B) Be able to offload my geometry into vertex buffer objects.
for an arbitrary three component vertex (position) [x y z] being fed into the vertex pipeline i need the gl to normalise [xyz] then multiply by z.
OR
for an arbitrary four component vertex (position) [x y z w] being fed into the vertex pipeline i need the gl to normalise [xyz] before the division by w where w is always 1/z.
This needs to be achieved for sucessive vertices preferably with no state changes. I am currently doing this on the cpu side but would prefer to...
A) Let the gl handle it for possible performance gains
B) Be able to offload my geometry into vertex buffer objects.