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frustum question

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How do I get the view triangle from the frustum? I mean the view triangle on the x,z axis... / PatG

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in which form? you know the field of view and the aspect ratio, so the rest is simple math. in camera space the points would be:

camera.position (obviously)
(-(tan(fov/2)*aspect)*far, 0, far)
(+(tan(fov/2)*aspect)*far, 0, far)

in world coordinates multiply the cameras forward vector with "far" and either subtract or add its right-vector*''above x coord''

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