HLSL: What represents the 4th component in a float4/vector?
Posted: Sat Jan 31, 2009 12:26 pm
Ok, the internet didn't turn anything up on this, maybe its just too obvious. What, exactly, represents the 4th component in a float4/vector variable?
I am currently writing a shader, using Nvidia FxComposer(Great tool btw) and setting the 4th component of my global variables to zero produces some strange effects, such as stretching an object to infinity in case of a position vector. Setting it to 1 seems straightforward enough, yet I'd like to know what I'm dealing with.
I am currently writing a shader, using Nvidia FxComposer(Great tool btw) and setting the 4th component of my global variables to zero produces some strange effects, such as stretching an object to infinity in case of a position vector. Setting it to 1 seems straightforward enough, yet I'd like to know what I'm dealing with.