Frustum plane extraction in OpenGL
@The OP: At first glance it does look like your matrix indices are the transpose of what they should be. Also, as has been noted it should be projection*modelview, not modelview*projection.
Quote:Original post by STORM76
I received the plane extraction code from a white paper from Gil Gribb (Ravensoft) and Klaus Hartmann (title: "Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix"). I debugged already the code for a simple point-intersection test and found out that the near plane may be the problem. I use the following code to classify a point:
Cool stuff
Anybody know where this is now? The article seems to be dead linked on raven's site.
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