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OpenGL oblique frustum clipping in DirectX

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Hello all, I played for some time now with the oblique frustum clipping code from Nvidia's site and I have a problem I can't find the answer to: in OpenGL the clipping is done with the camera on both the positive and the negative side of the plane (as it is done with user clip planes) but in DirectX it works only when the camera is on the negative side of the clip plane. Is there a way to fix that? Thanks. [Edited by - Dizzy_exe on May 22, 2006 6:15:22 AM]

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