pfPtInFrust

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David Luebke (luebke++at++cs.unc.edu)
Sat, 18 Feb 1995 21:52:56 -0500 (EST)


Hello,

Is pfPtInFrust implemented simply by multiplying the point by the projection
matrix that defines the frustum, then clipping against the view volume? Or
is something faster being done? I'm using Performer 1.2 on a reality engine,
for what that's worth. Thanks,

Dave

--
David Luebke
luebke++at++cs.unc.edu

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