251 reputation
19
bio website mark-ingram.com
location United Kingdom
age 33
visits member for 4 years, 3 months
seen Oct 22 at 10:10
Senior Software Engineer in the UK, working on desktop publishing applications and associated software. I use copious amounts of C++/MFC with the odd dash of C#/Silverlight/Flex.

Apr
23
accepted What dimensions should you use for a perspective projection frustum?
Apr
19
comment What dimensions should you use for a perspective projection frustum?
@NathanReed I think I may be confused about a couple of concepts, I was under the impression that the perspective frustum remained constant, so you needed to know it's entire bounds in advance, in order to correctly place everything.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
@JosephMansfield So if you specify a FOV, how do you know the dimensions of your zNear plane? If you're laying out a scene, how do you arrange the objects? If I use glFrustum, then I know the dimensions of the zNear plane, so I know exactly where I can place my objects.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Yes, I was referring to the zNear plane / rectangle. My size was based on the comment I made on the other answer in this thread. I guess I'm puzzled by whether the FOV, or the zNear plane size is the most important thing. Should I try to enforce a zNear plane of size X by Y, or just enforce a FOV?
Apr
18
awarded  Commentator
Apr
18
comment What dimensions should you use for a perspective projection frustum?
@JosephMansfield Hi, I realise the dimensions are logical, but you don't actually know the size of the viewport, if you use gluPerspective. Unless you manually calculate it yourself. i.e. if the size is 1.47x0.83 (see comment above) then you need to know to place all your objects within that area.
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Hi, I've got my own versions of glFrustum and gluPerspective, so I'm familiar with the maths, it's just knowing what dimensions to use, and if I use gluPerspective, then how do I know where to place my objects in the world? i.e. if the size is equal to 1.47x0.83 as calculated by gluPerspective, then how do I know where to put the objects?
Apr
18
comment What dimensions should you use for a perspective projection frustum?
Hi, I'm familiar with the difference between gluPerspective and glFrustum, but if you use gluPerspective, how do you know where to place your objects in world space? e.g. if you do gluPerspective(45.0f, 16.0f / 9.0f, 1.0f, 100.0f); then it results in a size of 1.47x0.83. But how would you know where to place your objects?
Apr
18
asked What dimensions should you use for a perspective projection frustum?
Jan
24
awarded  Popular Question
May
13
awarded  Popular Question
Oct
17
comment Should Vector3 inherit from Vector2?
I hope you meant typedef float real; ;).
Oct
17
comment Should Vector3 inherit from Vector2?
Thanks, I think that's highlighted the problem, I was looking at this from a "code sharing" point of view (i.e. not having to "re-type" the X & Y values).
Oct
17
awarded  Nice Question
Oct
17
awarded  Yearling
Oct
17
accepted Low-level game engine renderer design
Oct
17
accepted Should Vector3 inherit from Vector2?
Oct
17
revised Should Vector3 inherit from Vector2?
Clarified what language I'm using
Oct
17
comment Should Vector3 inherit from Vector2?
As an aside, do you think a Vector should always contain floats? As I've templated it right now so it can have any type.
Oct
16
asked Should Vector3 inherit from Vector2?