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#ActualKaptein

Posted 06 November 2012 - 08:46 AM

What i posted before was wrong, so here is something right:
http://gamedev.stackexchange.com/questions/12726/opengl-es-2-0-understanding-perspective-projection-matrix

#5Kaptein

Posted 06 November 2012 - 08:46 AM

What i posted before was wrong, so here is something right:
http://gamedev.stackexchange.com/questions/12726/opengl-es-2-0-understanding-perspective-projection-matrix

#4Kaptein

Posted 06 November 2012 - 08:46 AM

What i posted before was wrong, so here is something right:
http://gamedev.stackexchange.com/questions/12726/opengl-es-2-0-understanding-perspective-projection-matrix

#3Kaptein

Posted 05 November 2012 - 12:57 AM

i think you need 2 glfrustum calls (one for each Z-plane), but i could be wrong
glm::frustum probably creates a perspective frustum directly for you with both planes
it could also create 6 normalized planes internally that you could do frustum culling with, such as bool glm::pointInFrustum(x, y, z)
(but i dont know the specifics)

#2Kaptein

Posted 05 November 2012 - 12:57 AM

i think you need 2 glfrustum calls (one for each Z-plane), but i could be wrong
glm::frustum probably creates a perspective frustum directly for you with both planes
it could also create 6 normalized planes internally that you could do frustum culling with, such as bool glm::pointInFrustum(x, y)
(but i dont know the specifics)

#1Kaptein

Posted 05 November 2012 - 12:55 AM

i think you need 2 glfrustum calls (one for each Z-plane), but i could be wrong
glm::frustum probably creates a perspective frustum directly for you with both planes

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