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Member
Regular Contributor
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.
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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).]
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Member
Regular Contributor
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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