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# Getting planes of view frustum

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Hi, I''ve followed Mark Morleys tutorial on getting the view frustum and implemented it. I am just curious of how you get the 6 planes of the view frustum, could someone explain please ?! I have the code to do it, but would like to see where Ax,By,Cz and D come from (within matrix) for each plane ? I''m just curious! Kind regards, sTeVe

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Cmon guys, someone must know ?!

Reg''ds,
sTeVe

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Well, there are several ways. You can construct the planes by finding the normal of the plane and then inserting a known point on the plane into the equation to derive the D component. This is sort of slow, though, as you need to recalculate the plane equations everytime the frustum changes (ie the camera moves).

Another approach is presented here, based on a paper by Gil Gribb and Klaus Hartmann: http://groups.google.com/groups?q=%22Klaus+Hartmann%22+%22Gil+Gribb%22&hl=en&selm=uBMtTHu1%24GA.242%40cppssbbsa02.microsoft.com&rnum=3.

I hope this helps - I know am I being kind of sketchy, but I just got out of bed, and my brain hasn''t powered up yet

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