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Thread: How to define projection limits for glFrustum?

  1. #1
    Guest

    How to define projection limits for glFrustum?

    Hi all,

    I have a question about glFrustum. Given a bounding box of geometry model, how to define "left, right, bottom, top, near, far" in glFrustum based the bounding box.

    Thanks a lot!

    Sophia

  2. #2
    Guest

    Re: How to define projection limits for glFrustum?

    Yes, I meeted also this question. When I use orthographic projection, everything is ok, but the weird thing comes out when using glFrustum. Specially, I found the selection of near and far has a lot of influence on image rendering.

    Sorry that I can not give you any help, and thank you to submit the question that I want to know also.

  3. #3
    Member Regular Contributor
    Join Date
    Jun 2002
    Posts
    371

    Re: How to define projection limits for glFrustum?

    Originally posted by Sophia:

    I have a question about glFrustum. Given a bounding box of geometry model, how to define "left, right, bottom, top, near, far" in glFrustum based the bounding box.
    bboxWidth = right-left
    bboxHeight = top-bottom
    by varying your near plane you can pick what fov you like

    A more intuitive function might be gluPerspective . A great demo for getting to know these functions are nate robbins's projection tut .

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