I have some point p and a plane. Is it possible to defined a matrix like glFrustum with p in the center and the plane be the projection plane?

Do I need to specify near and far always or can near be far since near = 0 is not allowed

I have some point p and a plane. Is it possible to defined a matrix like glFrustum with p in the center and the plane be the projection plane?

Do I need to specify near and far always or can near be far since near = 0 is not allowed

Originally posted by powerpad:

I have some point p and a plane. Is it possible to defined a matrix like glFrustum with p in the center and the plane be the projection plane?

You can use gluLookAt to align your view frustum with your projection plane normal and center point.

Do I need to specify near and far always or can near be far since near = 0 is not allowed

OpenGL does not work by projecting vertices onto a plane, but by transforming them into a unit cube and then dropping the depth component. You still have to specify valid zNear and zFar values for this transformation to work.