Far clipping plane in the projection matrix...
what values in the projection matrix define the far clipping plane? If I had a 4x4 matrix like this:
|m0 m1 m2 m3|
|m4 m5 m6 m7|
|m8 m9 m10 m11|
|m12 m13 m14 m15|
Any help will be greatly appreciated!
Look in Chapter 2 of the OpenGL specs (Coordinate Transforms) under the glFrustum function. It is probably in the Red Book too but I don''t have that to hand.
The actual projection matrix is slightly more complex but:
m10 = - (f+n) / (f-n)
m11 = - (2*f*n) / (f-n)
Where f is the far plane value and n is the near plane value.
p.s.
You matrix layout is actually transposed for OpenGL.
The actual projection matrix is slightly more complex but:
m10 = - (f+n) / (f-n)
m11 = - (2*f*n) / (f-n)
Where f is the far plane value and n is the near plane value.
p.s.
You matrix layout is actually transposed for OpenGL.
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