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Thread: perspective GUI frustum

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  1. #1
    Advanced Member Frequent Contributor
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    Oct 2009
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    perspective GUI frustum

    I was thinking about constructing the following perspective frustum:

    l = - w / 2
    r = w / 2
    t = h / 2
    b = - h / 2

    n = w / (2 * tan(HFOV / 2)), f at infinity

    with HFOV = 90 degrees, n = w / 2, usually rather large

    Where w is the width and h is the height of the current viewport. But I am not entirely certain if this is a good idea? I don't want to sacrifice the ability to zoom in/out that an orthogonal projection would cause. But maybe such a frustum has some undesirable properties I am yet unaware of? I suppose the most significant problem would be that the frustum depends on the viewport dimensions, making z values of GUI elements non-constant.
    Last edited by ugluk; 11-28-2012 at 10:05 PM.

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