View Full Version : OpenGL representation of a plane

Clayton

01-15-2004, 03:02 PM

How would one render a representation of a plane, with the standard equation ax+by+cz+d=0, knowing say, just that plane and a general idea of the size of the quadrelateral that is to represent it, as in it's length and width?

jebus

01-16-2004, 04:19 AM

find 4 points that satisfy the plane equation and use them to draw a quadrilateral. that may actually be kind of hard to do.

Tom Nuydens

01-16-2004, 04:37 AM

Find the largest component of the plane's normal. This tells you which of the "main" planes (XY, XZ or YZ) the plane is closest to. Let's say that Z is the normal's largest component. This means the plane is most closely aligned to the XY plane.

Given this knowledge, you can generate four points in the XY plane to form a square. Then fill in the four Z components of these points by filling in X and Y in the plane equation.

-- Tom

Powered by vBulletin® Version 4.2.3 Copyright © 2016 vBulletin Solutions, Inc. All rights reserved.