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1  Java Game APIs & Engines / OpenGL Development / Re: Trouble with frustum culling (Video included) on: 2012-02-13 15:54:09
Cool. Fitting the frustum to the bounding box of the objects seems to have worked well Smiley

http://screencast.com/t/jzyBQ8Fx

Thanks

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   matrix = this.camera.getTransform();
   matrix.multiplyMatrix(Matrix4.createRotationX(this.planeRotation.x));
   matrix.multiplyMatrix(Matrix4.createRotationY(this.planeRotation.y));
   
   boundingBox = this.createBoundingBox(this.things, matrix);
   
   originalSettings = {left: -1.0, right: 1.0, top: 1.0, bottom: -1.0, near: 5.0};
   newSettings = {};

   angle = Math.atan(originalSettings.right / originalSettings.near);
   
   buffer = 1.0;
   
   newSettings.near   = Math.max(-boundingBox.maxCoords.z, 2.0) - buffer;
   newSettings.far    = Math.max(-boundingBox.minCoords.z, 2.0) + buffer;
   newSettings.left   = -newSettings.near * Math.tan(angle);
   newSettings.right  = newSettings.near * Math.tan(angle);
   newSettings.bottom = -newSettings.near * Math.tan(angle);
   newSettings.top    = newSettings.near * Math.tan(angle);
   
   aspectRatio = this.glViewportWidth / this.glViewportHeight;
   
   if (aspectRatio > 1.0) {
      newSettings.left *= aspectRatio;
      newSettings.right *= aspectRatio;
   } else {
      newSettings.bottom /= aspectRatio;
      newSettings.top /= aspectRatio;
   }
   
   this.frustum.near   = newSettings.near;
   this.frustum.far    = newSettings.far;
   this.frustum.left   = newSettings.left;
   this.frustum.right  = newSettings.right;
   this.frustum.bottom = newSettings.bottom;
   this.frustum.top    = newSettings.top;
2  Java Game APIs & Engines / OpenGL Development / Trouble with frustum culling (Video included) on: 2012-02-13 10:36:57
Hello Smiley

(I did already post this at OpenGL.org, but since I know there are some OpenGL genii here, I thought I would ask you guys. I hope it's not too offensive Smiley)

I'm working on an OpenGL application and I'm having trouble with my objects being clipped undesirably by frustum culling

The scene consists of a number of objects on an invisible plane. You can pan around by left clicking and dragging on the invisible plane (This does not translate the plane, it translates the camera). You can rotate the invisible plane by right clicking and dragging (This rotates the plane).

The problem comes when you rotate the plane and then pan so that the objects pass through the far plane of the frustum.

I would like my objects to never get clipped, no matter how far back you push them.

I'm currently using a constant frustum defined by

frustum.left = -1.0;
frustum.right = 1.0;
frustum.top = 1.0;
frustum.bottom = -1.0;
frustum.near = 5.0;
frustum.far = 500.0;

but I was thinking perhaps I could update the projection matrix and frustum every frame, ensuring that the near plane touches the front of the bounding box of my objects and the far plane touches the back of the bounding box of my objects.

Does anyone have any advice which could help me get rid of this unwanted clipping?

Please see accompanying video which visually describes the problem here: http://screencast.com/t/0L4oS1t9T

Thanks
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