rama++at++graphics.cis.upenn.edu
Wed, 21 Jun 1995 17:34:53 -0400
i.e. in GL, "perspective" takes the fov, near & far specifications and
loads the resulting matrix on the stack.
Similarly, in performer, after specifying the viewing frustum, by using
pfChanNearFar(..)
pfChanFOV(..)
pfMakePerspFrust(..)
is there a way of directly getting the resulting frustum in the form of
a matrix (need not necessarily replace TOS as perspective does)?
Also, what is the structure of pfFrustum?
Thanks
Rama
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Rama Bindiganavale
rama++at++graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html
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