Sign in to follow this  

on non-symmetric frustum

This topic is 3377 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

Hi, These days I'm trying to define a view which keeps a rectangle exactly fill with the viewport while the camera move around(just changing the position not direction). Therefore I try to define the projection by glFrustum, my code is: The position and dimension of of the rectanlge,which is parallel to the xy plane are defined by lleft,lright,lbottom,ltop and lz fs=nearz/fabs(vz-lz); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum((lleft-viewx)*fs,(lright-viewx)*fs,(lbottom-viewy)*fs,(ltop-viewy)*fs,nearz,1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(viewx,viewy,vz,viewx,viewy,lz,0,1,0); The code has no problem if the camera is at the center of the rectangle along z axis. However, when camera moves away, the rectangle is cliped. I wonder if I can use glFrustum like this, or I have missed something about the math. Thank you!

Share this post


Link to post
Share on other sites

This topic is 3377 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this