Compute Frustum intersections

Anonymous 9 years ago 0
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ejleigh wrote at 2012-05-30 15:39:

Is there a correct way to compute the coordinates of the intersection of the frustum with a plane positioned somewhere between the near and the far planes? I think this should be the same as the viewport rectangle, but I can't seem to get it right. As you pan, zoom and rotate within the scene I need the coordinates of the 4 corners of the view so I can query a quadtree for assets.

objo wrote at 2012-05-30 23:16:

I was planning to add a "projected grid" example, but have not had the time to do it yet...

If you have an example where we can help to debug, feel free to create a fork!