Not logged in, Join Here! or Log In Below:  
News Articles Search    

 Home / 3D Theory & Graphics / Clipping Frustrum Account Manager
Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

August 30, 1999, 10:12 AM

Ok I just have one more question. I've been trying to get this
figured out but never seem to get it completely down.

I've seen examples on how to do this.. but it's not how I want to do it
with my structures..

Basically, I want to build a 3d clipping frustrum in WORLD SPACE
with some FOV in (DEGREES) each time the camera is moved or rotated,
and I want to do it with the following structures

ok my camera has 5 clip planes defined in it, i just need to come up with
a way to calculate the clip planes in world space given
the camera has a world position (3d POINT)
and ONE vertex that is really the orientation in radians about the
x, y, and z axes.

stVector vWldPos (3d POINT - not vector)
stVector vOrien (x,y,z used for RADIANS about the x,y,z axes)
stPlane Frustrum[5] (front, left, right, top, bottom clip planes)
float fFOV (field of view in DEGREES)

now each time the camera changes vWldPos, or vOrien, I need to come
up with a way to generate the Frustrum in WORLD SPACE

also, I can already generate a plane with 3 points so if it's easier
to come up with points in world space to send to that function in order
to create the planes.. please let me know...

thanks in advance,

This thread contains 1 message.
Hosting by Solid Eight Studios, maker of PhotoTangler Collage Maker.