cix>foo

06-04-2001, 02:54 PM

A quickie for the maths types in here:

Having got the current viewing frustum by multiplying the projection matrix by the camera's modelview matrix, I'd like to know the world coordinates of the eight points of the box.

I assume if I feed in the screen coordinates (0,0,near) (640,0,near) (0,480,near) (640,640,near) (0,0,far) (640,0,far) (0,480,far) (640,640,far) into the inverse of this matrix I'll get the world coordinates of my view frustum?

TIA if anyone can confirm this for me.

Cas http://www.opengl.org/discussion_boards/ubb/smile.gif

Having got the current viewing frustum by multiplying the projection matrix by the camera's modelview matrix, I'd like to know the world coordinates of the eight points of the box.

I assume if I feed in the screen coordinates (0,0,near) (640,0,near) (0,480,near) (640,640,near) (0,0,far) (640,0,far) (0,480,far) (640,640,far) into the inverse of this matrix I'll get the world coordinates of my view frustum?

TIA if anyone can confirm this for me.

Cas http://www.opengl.org/discussion_boards/ubb/smile.gif