Clipping

Clipping occurs in two steps:

  1. Application-specific clipping. Immediately after primitives are assembled, they're clipped in eye coordinates as necessary for any clipping planes you've defined with glClipPlane. (OpenGL requires support for at least six such application-specific clipping planes.)
  2. View volume clipping. Primitives are transformed by the projection matrix into clip coordinates and clipped by the corresponding view volume. This matrix can be controlled by the matrix transformation functions (see Matrix Transformations) but is typically specified by glFrustum or glOrtho.

Points, line segments, and polygons are handled differently during clipping: