OpenGL ES perspective projection

Posted by TimeManx on Stack Overflow See other posts from Stack Overflow or by TimeManx
Published on 2012-09-19T03:35:34Z Indexed on 2012/09/19 3:37 UTC
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I'm having a hard time understanding how glFrustum & gluPerspective work. I understand the concept of perspective projection but the functions aren't behaving how I expect them to. For example, if I set the frustum this way

glFrustumf(0, 10, 0, 10, 1, 100)

and have a rectangle at points

 0,   0,  1,
 0,  10,  1,
10,  10,  1,
10,   0,  1

then the rectangle is drawn with its left edge at -5 & right edge at 5, so the left half of the rectangle isn't visible. And if x is translated, I'd expect y to be too. But that doesn't happen either.

In whatever examples I've seen, the coordinates for the projection matrix are taken as

glFrustumf(-10, 10, -10, 10, 1, 100)

but either way, whatever part is shown should be dependent on the rectangle's coordinates, right?

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