I would like to clip my object in several places at the same time.
The example here does what I am after, however I would like the option to do the reverse. So if for example i had a cube, i could, as with the example, provide another cube to define the cutting region…
using the method in the link, I would get the “common” area like so (highlighted in red)
however what i want to be left with is the opposite/inverse…
i am doing this on a very complex assembly, the cube is for demonstration purposes only.
I have it all working using the standard three clipping planes to achieve the first affect, I am using clipping planes in my render function, however I cannot seem to achieve the second affect, even with multiple render passes. with multiple render passes it draws back in things that were previously clipped.
I appreciate you will probably want a demo, but it would be very hard to strip out of my project which is under an NDA. However if anyone could suggest how to achieve the inverse ofthis example I would very much appreciate it (don’t worry about the capping).
I have looked into the examples of the clipintersection but none of the examples I have found give exactly what I am after. Essentially imagine I want to cut a rectangular hole out of the globe, using cutting planes.