# Rasterizing euclidean planes

I'd like to visualize a BSP tree. To do this, I need to project an arbitrary euclidean plane onto a projection plane. I was thinking about calculating the intersections of the plane with the viewing frustum (in world space), then triangulating the resulting quadrangle and projecting the 2 triangles.

Is there a better way? For example, I thought about transforming the plane into the viewing space first, creating an ONB (from the transformed plane normal). Then I would simply stretch the quadrangle, until it is outside of the frustum and transform the quadrangle back into world space and send it into the rendering queue.

• Because a BSP tree is made out of euclidean planes. But other visualizations are also possible. Mar 14 '14 at 7:29
• Yeah, it is done by GL or DX, but in principle it could also be done by hand. You can edit my question, if you like. Mar 14 '14 at 13:30