Hi,

I want to evaluate my shaders in a grid of vertices located in front of the camera. Something like the image plane where the world is projected onto. Also, I want to project extra vertices from a mesh onto that plane.

My plan was the following:

- Create the 3D grid of vertices (x, y, ???) in NDC space.
- Transform the NDC points to world space using the inverse of the projection matrix and the inverse of the view matrix.
- Get the plane equation in world coordinates. I think the normal would be the lookat direction and the distance to the plane is the norm of any vertex from two? I am not sure about this
- Project extra vertices to the plane
- Perform Delaunay Triangulation to get the triangle indices of each face.

I am not sure about the steps 1 and 3. I think they are related.

- Where should I place my image plane in the z axis in NDC? It could be anywhere between -1 and 1? This will affect the plane equation from step 3 I think. I have my focal length in pixels but I am not sure if this is helpful

Thanks!