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# DAVco

Member Since 22 Jan 2011
Offline Last Active Nov 05 2012 11:23 AM

### In Topic: Extracting Frustum Planes (Hartmann & Gribbs method)

11 October 2012 - 06:19 AM

Nobody can provide even a starting point? The method it's-self is the same as the one used here http://www.lighthouse3d.com/tutorials/view-frustum-culling/clip-space-approach-extracting-the-planes/ except that I am not using the fixed-function pipeline (I assume that, even if I were using the fixed-pipeline, that the Model component of the ModelView matrix would be identity anyway?)

### In Topic: Extracting Frustum Planes (Hartmann & Gribbs method)

10 October 2012 - 11:10 AM

Applying the algorithm to just the Projection matrix (i.e. model and view matrices are identity) I get the Near and Far planes returned as the following; Far: normal[0,0-1], distance 1 Near: normal[0,0,-1], distance -0.3328891

Can someone tell me if these seem correct? Using the algorithm with just the Projection Matrix should return the planes in View Space (camera space)

When multiplying in the view matrix, all the plane normals seem to point towards the origin, rather than towards the desired center of the frustum...

### In Topic: Assimp unresolved

23 June 2011 - 09:11 AM

I too am having this same problem, with no idea how to solve it.

I think that maybe I'm not including the libraries correctly? Here is my configuration (vc10);

Altering the Common Language Support properties doesn't appear to affect the issue...

I am at a complete loss with this.

### In Topic: OpenGL VBO and/or Vertex Arrays

24 January 2011 - 08:04 AM

Ah I see, Vertex Arrays and Vertex Array Objects are entirely different - that makes a lot more sense!

So what "state" information would be stored in the VAO? Colours, material, texture-coordinate and normal data? Should VBO's be used only to store the coordinate data of vertices?

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