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__bob__
04-13-2015, 03:05 AM
Hi!

I need to compute a frustum for light that contains the viewing frustum of the camera.
I try to do this :
- compute the ndc coord to the world : points[0] = invMVP*glm::vec4(-1 ,1 , 1,1) ; for each corner of my NDC cube
- compute an aligned axis bounding box of the corners and the light in world space
- compute a frustum over my bounding box : glm::mat4 Lmat = glm::frustum(minX,maxX,minY,maxY,minZ,maxZ);

Is this the good way ?

I try to use it to keep triangles that can project a shadow in view frustum.