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Transform planes

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I just tried to use User Clip Planes (XNA) to cull everything below a particular plane. Since the culling is done after the vertex shader, I must transform the plane with the same transform as the vertices. Normally, if I have a plane, I just transform the normal with the inverse-transpose of my transformation-matrix. But now that I got translations and 4-dimensional matrices, I got a little confused. How should I look at it? Cause somehow I need to take the translation into account, and multiply the vector (normalx, normaly, normalz, constant) with the inverse-transpose.

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This topic is 3314 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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