Creating a Plane
I would like to find the top and bottom planes of my view frustum. More specifically I want to find their normals. How can this be done if I supply the pitch, heading, and the vertex of the camera''s position.
Go on an Intense Rampage
Go on an Intense Rampage
I find that it helps to program while high.
Proceeding on a brutal rampage is the obvious choice.
Proceeding on a brutal rampage is the obvious choice.
___________________________________________________________Where to find the intensity (Updated Dec 28, 2004)Member of UBAAG (Unban aftermath Association of Gamedev)
I suppose you could find the top left, top right, bottom left and bottom right of the near plane in world coordinates and use that. It seems easier though just to use the camera relative coordinates to find the normal and then run that through the rotation part of the camera to world transform.
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I know DirectX provides some functions for reversing the whole transformation pipeline, so you could use that. If you want to do it yourself, I think you would have to inverse the final transformation matrix, and feed it the normals (0,1,0) (0,-1,0) (1,0,0) (-1,0,0).
I''m not very good with matrices, but I think that''s the general idea.
Cédric
I''m not very good with matrices, but I think that''s the general idea.
Cédric
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