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#ActualMausGames

Posted 28 December 2012 - 03:56 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

Edit: Or more likely you are using glFrustum wrong. The docs say void glFrustum(left, right, bottom, top, nearVal, farVal) - in your example code you are not in the center with your matrix.

- Martin

#5MausGames

Posted 28 December 2012 - 03:52 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

Edit: Or maybe the texture you are rendering into is too small, it should have the same size as the viewport (...GraphicsWidth()*2...).
2.Edit: Or more likely you are using glFrustum wrong. The docs say void glFrustum(left, right, bottom, top, nearVal, farVal) - in your example code you are not in the center with your matrix.

- Martin


#4MausGames

Posted 28 December 2012 - 03:50 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

Edit: Or maybe the texture you are rendering into is too small, it should have the same size as the viewport (...GraphicsWidth()*2...).
2.Edit: Or, more likely you are using glFrustum wrong. The docs say void glFrustum(left, right, bottom, top, nearVal, farVal); - in your example code you are not in the center with your matrix.

- Martin

#3MausGames

Posted 28 December 2012 - 03:34 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

Edit: Or maybe the texture you are rendering into is too small, it should have the same size as the viewport (...GraphicsWidth()*2...).

- Martin

#2MausGames

Posted 28 December 2012 - 03:23 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
glFrustum — multiply the current matrix by a perspective matrix

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

- Martin


#1MausGames

Posted 28 December 2012 - 03:22 PM

http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml

glFrustum — multiply the current matrix by a perspective matrix

 

Before applying the frustum-matrix you have to reset the matrix first (glLoadIdentity), push and pop it (glPushMatrix, glPopMatrix) or use some other method (e.g. glLoadMatrix)

 

- Martin


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