Dark Bit Factory & Gravity
PROGRAMMING => Freebasic => Topic started by: ScottyBrosious on July 02, 2007
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Can someone put this in basic layman's terms for me?
glFrustum(left,right,bottom,top,near,far)
I know there all clipping planes but how do I use them to
define what it see's and what it don't?
I just would like to understand it a bit more before I use it.
Thanks
Scott
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If the camera is at (0,0,0), then
(left, bottom, -near) to (right, bottom, -near) to (right, top, -near) to (left, top, -near)
is the rectangle which is projected on to the screen.
far is the far clipping plane, beyond which nothing will be drawn
near is the near clipping plane, beyond which nothing will be drawn
Jim