This topic is now archived and is closed to further replies.

View frustum culling doubt

This topic is 5669 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

I was reading thru the tutorials at for view frustum culling and i have some doubt. Whats "MODELVIEW" glGetFloatv( GL_MODELVIEW_MATRIX, modl ); being described in the tutorial or whatz its equivalent in directx ? thanks a lot in advance... Slow and steady wins the race.

Share this post

Link to post
Share on other sites
Direct3D uses 3 main matrices for transformation*:

1. WORLD - the transformation from local object ("model") space into world space.

2. VIEW - the transformation from world space into camera/view space.

3. PROJECTION - the transformation from view space into homogenous clip space.

OpenGL uses 2 matrices:

1. MODELVIEW - the transformation from object ("model") space into camera/view space.

2. PROJECTION - as above.

So you should be able to guess that MODELVIEW is simply:


* D3D actually generates a few other matrices internally from the 3 you supply. There isn''t any direct way to get at those though

Simon O''Connor
Creative Asylum Ltd

Share this post

Link to post
Share on other sites
I would like to know too: So can I substitute the OpenGL matricies with the just the D3D projection and view matrix? The points to test will already be transformed into world space

It wierd seeing OpenGL code, its so damn procedural. They don''t even use structs!!!

Share this post

Link to post
Share on other sites