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DarkRonin

DX11 Simplified frustum testing

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Hi Guys,

I am wondering if there is a simple way to test if a point is in the view frustum. 

I have a camera that is always facing the same direction and moves in all axes. No rotations involved, it is always facing x, y, z+1. FOVY is always set to 60.

Is there a basic way to test if a point is within the view? I am happy to even ignore the near and far planes for simplicity sake.

Thanks in advance :)

 

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Alternatively, you can just transform your point by your combined view + projection matrix and ensure that the resulting XYZ coordinates are between -W and +W (or 0 and +W for the Z component if using D3D conventions for your projection matrix).

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