Re: projection plane

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Fri, 21 Jul 1995 10:52:06 -0600


On Jul 20, 8:34pm, Daniela Rainer wrote:
> Subject: projection plane
> Hi,
>
> I don't know how to set a channel like this:
>
>
> ---------------------------------- far clipping plane
> \ /
> \ /
> \ /
> \ /
> \ /
> \ /
> ---------------------- projection plane
> \ /
> \ /
> \ /
> -------------- near clipping plane
> . .
> . .
> . .
> . .
> . .
> ..
> eye
>
>
> Thanks for any help
> Daniela
>
> --
> Daniela Rainer
> rainer++at++rus.uni-stuttgart.de
>
>-- End of excerpt from Daniela Rainer

The projection plane you've drawn above is defined by the viewing vector
and it's distance from the eye doesn't mean much to the rendering process.
Your near and far clip planes will be parallel to this plane.

Use pfFrustNearFar to set clip planes and pfMakePerspFrust to
pfMakePerspFrust determine the size of the frustum at the near
clip and therefore the FOV. If your near clip is at 1 unit and
left = -1 and right = +1, you'll get what you've drawn above with
a horizontal feild of view of 90 degrees.

Hope this helps,
Angus.

-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie++at++reading.sgi.com

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