I hope people are still watching this thread…

Anyway I am going to run an idea…

Build a polyhedron that completely matches the viewing frustum… (by trig)

When a user moves the camera (or the scene whatever) the viewing frustum moves to a different area of the scene…

So what we do is given the points that define the polyhedron we grab the current modelview matrix and translate rotate (basically apply the change) to the polyhedron thus moving it to the new viewing frustum position

I hope that by applying the transformation matrix that the polyhedron will match the new viewing volume

Then when we want to check to see if a bounding box or primative is within the volume we have the edges of the volume (through the polyhedron) and we render or don’t render based on the tests

Anyway, what I am asking now is two parts

A. The original question (what are these points that define the polyhedron itially)

B. If my idea will work that is all I need, but if it wont work then we need to define the polyhedron in terms of

roll pitch yaw x y z fov and near far planes

(which we would do originally, but it is much simpler for a known case, not an arbitrary one such as any arbitrary motion that a user may impose

Anyway… Thanks and have a good day

BTW I need this for use in early culling or view frustum culling … thus objects that pass the test are sent to gl if not then they are not sent to gl.

[This message has been edited by frogger (edited 06-08-2000).]