Game Development Reference
In-Depth Information
Figure 50 - Perspective projection frustum.
Any object that lies before the near plane, or beyond the far plane will not be considered
for rendering. Objects that do not intersect the view frustum may also be ignored during
rendering as they will not be visible.
In addition to culling objects from rendering, the view frustum also serves to transform the
object's geometry to give the impression of perspective.
Figure 51 - Top down view of the perspective projection frustum.
At its most basic the projection matrix will be given using D as the distance from the cam-
era to the origin of the space defined by the view transform.
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