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Dmytry

OpenGL View Frustum....

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Hello board, it probably was already discussed there... but i have not found...probably used wrong words. I need to get camera frustum. I know that to do it i just need to transform some API-dependent(why it posted there) clipping box by Inverse(ProjectionMatrix*ModelviewMatrix) and i will have camera viewing frustum in my current model space. I only don't know dimensions of that clipping box in OpenGL. So the question,what dimensions it does have? edit:weird typo. [Edited by - Dmytry on August 16, 2004 9:17:16 AM]

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As far as I remember it's the canonical box used in many engines before the camera to screen (pixels) transfo :
x : -1, 1
y : -1, 1
z : 0, 1

Try to confirm with Google. I think it's explained in the GL docs of Visual C++.

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Charles, that's the D3D clipping ranges. The OpenGL ranges are symmetrical in z:

-1 < x < +1
-1 < y < +1
-1 < z < +1

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