View Frustum....

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4 comments, last by Dmytry 19 years, 8 months ago
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++.
"Coding math tricks in asm is more fun than Java"
Thanks,will try....
You can find a good article about frustum culling at:
http://web.archive.org/web/20030601123911/http://www.markmorley.com/opengl/frustumculling.html
(The article doesn't exists anymore but you can still get it from archive.org).
Charles, that's the D3D clipping ranges. The OpenGL ranges are symmetrical in z:

-1 < x < +1
-1 < y < +1
-1 < z < +1
Thanks everyone!

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