ThomasHarte
05-11-2001, 12:52 AM
In order to define the view in my application, I have the four corners of the view plane and vectors which run from these corners such that they define the corners of the view window (always rectangular). I know on which side of the view plane the vectors meet, and that they do, but not exactly where.
How do I communicate this to OpenGL in order to define the correct view? And should I put this information on projection or modelview?
E.g. if the viewer were at the origin, looking along z I might have the view plane constructed between position vectors (-1, -1, 1), (1, -1, 1), (1, 1, 1) and (-1, 1, 1), with exactly the same vectors used at each point to define the corners of the display. Am I even making sense?
How do I communicate this to OpenGL in order to define the correct view? And should I put this information on projection or modelview?
E.g. if the viewer were at the origin, looking along z I might have the view plane constructed between position vectors (-1, -1, 1), (1, -1, 1), (1, 1, 1) and (-1, 1, 1), with exactly the same vectors used at each point to define the corners of the display. Am I even making sense?