Hi all,
I have a question about glFrustum. Given a bounding box of geometry model, how to define “left, right, bottom, top, near, far” in glFrustum based the bounding box.
Thanks a lot!
Sophia
Hi all,
I have a question about glFrustum. Given a bounding box of geometry model, how to define “left, right, bottom, top, near, far” in glFrustum based the bounding box.
Thanks a lot!
Sophia
Yes, I meeted also this question. When I use orthographic projection, everything is ok, but the weird thing comes out when using glFrustum. Specially, I found the selection of near and far has a lot of influence on image rendering.
Sorry that I can not give you any help, and thank you to submit the question that I want to know also.
Originally posted by Sophia:
I have a question about glFrustum. Given a bounding box of geometry model, how to define “left, right, bottom, top, near, far” in glFrustum based the bounding box.
bboxWidth = right-left
bboxHeight = top-bottom
by varying your near plane you can pick what fov you like
A more intuitive function might be gluPerspective . A great demo for getting to know these functions are nate robbins’s projection tut .