Original Post
Could someone tell me if I''m implementing this right. (I am NOT using OpenGL or DX). I have this camera at distance (0,0,d) (d is positive) with *NEAR* clipping plane at (0,0,d-zNear)
----d--zNear--------zFar
I just plan to have my camera stay in this *constant* co-ordinate, so it''s easy to figure out the clipping plane normal is (0,0,1) without calculation or transform. Whatever I display I''ll just rotate and translate the co-ordinates of the models. Does this sound like a good plan? Keep in mind this is not like a FPS engine, just something I can view a wireframe object in 3D, the camera would never be going too far from the model.
Also I''m not sure how to do clipping, I''m just working on the Near clipping for a LINE right now. Do I discard the "line" if both v1.z and v2.z is behind zNear,
if only 1 .z is behind zNear I just figure out the intersection (x,y) of the line to the plane and clip it..
otherwise, both vertices are within view volume just do perspective transform and render it?