Jump to content
  • Advertisement
Sign in to follow this  

oblique frustum clipping with linear depth projection matrix

This topic is 4373 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello all, In my engine I have implemented water reflections using the oblique frustum clipping algorithm ( http://www.terathon.com/code/oblique.php ) and I'm trying to add support for linearized depth projection matrices ( http://www.mvps.org/directx/articles/linear_z/linearz.htm ), but for some reason, the two don't get along too well. Does anybody know why? Thanks.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!