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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Miklos Erdelyi

July 31, 1999, 11:23 AM

I use OpenGL to do the projection/camera transform. I use the following code to setup the projection matrix:
right = sin ( (double)vp->FOV/2.0 * M_PI/180.0 );
top = right / aspect;
bottom = -top;
left = -right;
glFrustum (left, right, bottom, top, znear.value, zfar.value);
How can I calculate my frustum planes according to this?
Thanx in advance.

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