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Camera and Frustrum Culling


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#1 Marvin   Members   -  Reputation: 127

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Posted 14 September 2001 - 09:42 PM

How does the use of a camera affect frustrum culling? eg i use the rotatef and translate method to move my cammera... glRotatef(camera.yaw, 1, 0, 0); glRotatef(camera.pitch, 0, 1, 0); glRotatef(camera.roll, 0, 0, 1); glTranslatef(-x, -y, -z); and my frustrum culling does not seem to work if i move my camera to far from 0,0,0 , almost seems as if this code dosnt modify the frustrum? someone help, this is way ablove my head. btw the frustrum culling i use is described at.. http://www.markmorley.com/opengl/frustumculling.html Thanks

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#2 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 15 September 2001 - 04:23 AM

I just had a quick look over the article, but it actually works by extracting the frustum limiting planes from the modelview/projection matrices.

With your glRotate and glTranslate you modify the modelview matrix, so you have to update the clip planes by calling ExtractFrustum() each frame (after you updated your camera)


#3 Marvin   Members   -  Reputation: 127

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Posted 15 September 2001 - 08:20 AM

Seems pretty much as im doing then, must be something else i have done wrong, thanks




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