Frustum clipping?

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JamesH

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Feb 23, 2011, 1:17:42 PM2/23/11
to pre3d
In the demos it looks like the engine just drops polygons that
intersect the frustum plane. But for use in applications where
navigation within the model is required (many games, design
visualization) for a walk-through type of view proper clipping is
needed to avoid needless polygon density for walls, floor, etc. Any
ETA on adding it or function of the rendering pipeline where it can be
added?

Dean

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Feb 23, 2011, 2:33:12 PM2/23/11
to pr...@googlegroups.com, JamesH
Hi James,

You're definitely right that polygons aren't clipped against the
viewing frustum. In fact, there isn't really so much a concept of a
frustum. The code involved with this just looks at the z value of the
centroid of the QuadFace. It would definitely be possible here to
instead update the vertices behind and project them onto the plane.
Depending what you're doing (texturing, etc), there might also have to
be some work there.

Thanks,
-- dean

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