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Constructing frustum split from projection matrix

Started by staticVoid2 Apr 17, 2011 at 1:04 PM 0 replies 1.3k views
Original Post
staticVoid2
staticVoid2
hi there, I have been trying to split a view frustum in half along its z-axis (view direction) by un-projecting corner points from normalized device space into world space.

i.e. the set of points { (-1,-1,0), (1,-1,0), (1,1,0), (-1,1,0) }


But have just realized that the relationship between the z values is non-linear so you can't un-project them in this way. Is there any other way to do this just using the projection matrix rather than having to store fov angles etc. for the frustum?
staticVoid2
staticVoid2
Solved.

I've just un-projected the 8 corner points of the frustum and linearly interpolated between their 4 adjoining edges (a much simpler solution).

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