29 SLMat4f A = projectionMat * viewMat;
86 points[0] = (
SLVec3f(r, t, -clipNear));
87 points[1] = (
SLVec3f(r, b, -clipNear));
88 points[2] = (
SLVec3f(l, t, -clipNear));
89 points[3] = (
SLVec3f(l, b, -clipNear));
92 t = tanFovV * clipFar;
97 points[4] = (
SLVec3f(r, t, -clipFar));
98 points[5] = (
SLVec3f(r, b, -clipFar));
99 points[6] = (
SLVec3f(l, t, -clipFar));
100 points[7] = (
SLVec3f(l, b, -clipFar));
SLVec3< SLfloat > SLVec3f
static void viewToFrustumPlanes(SLPlane *planes, const SLMat4f &projectionMat, const SLMat4f &viewMat)
static void getPointsInViewSpace(SLVec3f *points, float fovV, float ratio, float clipNear, float clipFar)
Returns frustum points in view space.
Defines a plane in 3D space with the equation ax + by + cy + d = 0.
void setCoefficients(const SLfloat A, const SLfloat B, const SLfloat C, const SLfloat D)
static const float DEG2RAD