I'm back, and I have a rather strange problem that I'm hoping someone can help me with.
I've recently started a new project and based it on code I've had working under LWJGL 0.6, I'm now using 0.8 (I've also switched from Java 1.4.2 to 1.5b).
The problem is this when I rotate my camera, the edges of my frustum come into view and I can see what was previous clipped.
My camera update code looks like this
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| GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); GLU.gluLookAt(m_Position.x, m_Position.y, m_Position.z, m_CurrentLookAt.x, m_CurrentLookAt.y, m_CurrentLookAt.z, m_LookUp.x, m_LookUp.y, m_LookUp.z); |
and the first part of my calculate frustum code is as follows
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| GL.glGetFloat( GL.GL_PROJECTION_MATRIX, projBuf); GL.glGetFloat( GL.GL_MODELVIEW_MATRIX, modlBuf);
projBuf.rewind(); modlBuf.rewind();
projBuf.get(proj); modlBuf.get(modl); |
I call them in my render loop
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| camera.update(); calculateFrustum();
|
So what I see is the same view (terrain in this case) frustum culled but then rotated into view.
I'm not explaining this very well, so here is a screenshot, my terrain in this shot has been rendered and I've rotated the view, and instead of getting the rest of my terrain, I get empty space. my current x, y coordinates put me i the center of my heightmap, not in a corner.

Anyone got any ideas what I might be doing wrong, it's probibly something really stupid, I have code that I can show if that'll help.
Thanks,
Andy.