(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
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