View Full Version : Problems with gluLookAt and Calculating Frustum

12-09-2002, 07:02 AM

Whenever I use gluLookAt and directly after that I calculate the frustum (using glGetFloatv(GL_PROJECTION_MATRIX, proj)), my scene is all messed up. This routine doesn't alter my viewpoint, but when I calculate the frustum, suddenly it is! changed.

How can this happen?


12-10-2002, 03:16 PM
Well, I dont see why it would do this. Try glPush() glGetMatix() glPop()

Make sure you have the right matrix size requirements when you are querying the projection matrix.

Make you are in the appropriate matix mode when you use lookat()

[This message has been edited by mancha (edited 12-10-2002).]