Representing a plane in opengl
RE: Representing a plane using opengl api
Firstly, I understand that OpenGL does not have an infinite plane primitive. Only quads, triangles, lines 'n' points. I am well aware of all that.
I am converting my engine to opengl. My engine supports triangles, sphere, (infinite) planes, (infinite) lines, points etc...
My infinite plane primitive is represented by:
float d;
vector3<float> normal;
Where d is the offset from the origin, meaning that the plane equation is:
P . normal = d and so on...
I already have my normal, but where am I going to get my "four corner vertices" for opengl?
glBegin(GL_POLYGON / GL_QUADS);
glNormal3f(nx, ny, nz);
glVertex3f(...);
glVertex3f(...);
glVertex3f(...);
glVertex3f(...);
glEnd();
In short, how do I calculate the 4 vertex's required for opengl.
Thanks heaps peeps.
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