Hello all,

I try to use the sample from Eric Lengyel without success,

I think my problem is related to the clip plane, since my plane is from world coordinate, it say it need to be in camera eye coord,

Do I need transform my plane (world space) before using it?

The perspective matrix is build using glm:erspective, my matrix are basically glm::mat4...

Code :matrix4 oblique = projection; vector4 plane(normal, distance); vector4 q; q.x = (sign(plane.x) + projection[0][2]) / projection[0][0]; q.y = (sign(plane.y) + projection[1][2]) / projection[1][1]; q.z = -1.0f; q.w = (1.0f + projection[2][2]) / projection[2][3]; vector4 c = plane * (2.0f / glm::dot(plane, q)); oblique[0][2] = c.x; oblique[1][2] = c.y; oblique[2][2] = c.z + 1.0f; oblique[3][2] = c.w;

Here the shot using the projection without the oblique. The second shot show the issue I try to resolve with oblique near clip plane.

If I am using this code, I am jumping out of the map, I just see the sky