Frustum plane extraction in OpenGL

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12 comments, last by Zakwayda 18 years, 5 months ago
It's definitely OpenGL- it's basically an expansion of what Visage posted.
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@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.

Quote:Anybody know where this is now? The article seems to be dead linked on raven's site.
Here.

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