remdul

03-18-2004, 02:39 PM

Hi,

I need to:

-calculate the four vertices of the view frustum far-plane

-calculate the four vertices of the view frustum near-plane

(Basicly I need to construct an Axis Aligned Bounding Box that fits around the view frustum.)

Resulting positions should be world space coordinates.

All I have is:

-camera x,y,z position (world coordinates)

-camera x,y,z rotation (world coordinates)

-camera fov angle

-camera far-plane distance

-camera near-plane distance

How do I do this? I know how to extract the six view frustum planes from the stack using the OpenGL API functions but I'm not sure they can be of use in an efficient way.

Note that my knowledge of math doesn't go far beyond rotations and planes.

All help is appreciated..

[This message has been edited by remdul (edited 03-18-2004).]

I need to:

-calculate the four vertices of the view frustum far-plane

-calculate the four vertices of the view frustum near-plane

(Basicly I need to construct an Axis Aligned Bounding Box that fits around the view frustum.)

Resulting positions should be world space coordinates.

All I have is:

-camera x,y,z position (world coordinates)

-camera x,y,z rotation (world coordinates)

-camera fov angle

-camera far-plane distance

-camera near-plane distance

How do I do this? I know how to extract the six view frustum planes from the stack using the OpenGL API functions but I'm not sure they can be of use in an efficient way.

Note that my knowledge of math doesn't go far beyond rotations and planes.

All help is appreciated..

[This message has been edited by remdul (edited 03-18-2004).]