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Thread: View Box Coords?

  1. #1
    Member Regular Contributor nickels's Avatar
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    View Box Coords?

    I am doing some view box culling. These are my steps:

    -setup PROJECTION matrix
    -setup MODELVIEW matrix

    -get projection & modelview matrices from opengl. Multiply.

    -Project the coords of the bounding box using this matrix.

    -Test whether the projected point will be mapped to the screen or not. (*)

    Opengl will take this coord and map it into window coords.

    My question is:
    What coords at * should I test for. It appears -1 < x < 1 and -1<y<1 are correct. What about the z coord?
    What projected coords are mapped into the viewport?
    Does this depend on the projection? (I really dont think it does).

    Thanks.

  2. #2
    Junior Member Newbie
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    Re: View Box Coords?

    Are you exectly "project" or "rotate and translate" yours box by multiply it on Projection-ModelView Matrix. If you project yours box, than you lose z-coordinate. May be you should try not plane clipping (test x and y coords of projected object), try volume clipping - test x, y and z coords of object, after rotation and translation, in yours view frustum.

    Yours, Mad Max.

    [This message has been edited by Mad Max (edited 02-23-2000).]

  3. #3
    Member Regular Contributor nickels's Avatar
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    Re: View Box Coords?

    The only z case that I care about is if a whole ton of triangles are behind me. Then they will pass the x y tests, but I don't want to send all the verticies through the pipeline. I want to zap them dead from the start. Does not the projection matrix keep the z for depth buffering? I thought the z coord was projection into 0-1 space with relative distances maintained? I guess I need to sit down and start projecting things back and forth and analyze the results.

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