Subject:
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Re: 3D matrix math question
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Newsgroups:
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lugnet.cad.dev
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Date:
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Sun, 14 Dec 2008 19:36:11 GMT
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Viewed:
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12824 times
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Travis Cobbs wrote:
> Unfortunately, as far as I can tell, the projection matrix doesn't
> produce useful results for points that lie outside the view frustum.
Is there some 'easy' way to determine if the control points are in or out of
frustum?
Is there any other way to transform points, without considering the frustum
(Well, obviously there is at least one, but it's the long way of calculating
the matrices and transformations yourself instead of using OGL)?
Can you create a 'secondary view' with the same viewing angle but wide angle
frustum, just to get the transformation of the control points and the cond.
line? This would obviously take more time (if possible at all), so you would
need a fast and easy way to determine if it is necessary...
--
Anders Isaksson, Sweden
BlockCAD: http://web.telia.com/~u16122508/proglego.htm
Gallery: http://web.telia.com/~u16122508/gallery/index.htm
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Message has 1 Reply: | | Re: 3D matrix math question
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| (...) Well, I know where the camera is, and I can create vectors from the camera to both end-points of the conditional line, and to both control points. I'm pretty sure that the calculation could be done with just this information. However, I'm not (...) (16 years ago, 14-Dec-08, to lugnet.cad.dev)
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Message is in Reply To:
| | Re: 3D matrix math question
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| (...) Actually, the projected points are all that I am checking, and that's how it's supposed to work. (...) No. The way that conditional lines work is that if the two control points lie on the same side of the conditional line on the screen (in (...) (16 years ago, 14-Dec-08, to lugnet.cad.dev, FTX)
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