I'm causing confusion with unneeded details, the simplfied question I'm asking is:
Given a perspective projection, with known FOV, aspect ratio, etc, how can I find the corners of the view frustum at a given distance from the eye coordinate?
I'm sure I'm just missing something silly but it is driving me crazy! As far as I can tell, in order to generate my corners, all I should need to do is use simple trig, ie:
Can anyone explain why the math above wouldn't generate quad corners that fall on the horizontal and vertical edges of the viewport frustum?
Edited by Grumple, 26 April 2013 - 11:26 AM.