View frustum and bounding box problems.

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    Hi. Do you know of any open source simple 3D modeler/editor (for linux) that exports the scene in OpenGL C code? Thanks.
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  • 4. Cylindrical Texture Co-ordinates
    I am applying a texture to a cylinder and it is looking good, but not quite correct. It seems as if I have shrunk the image and it is repeating around the cylinder. I apply my texture co-ords around the cylinder using: float SubMesh::Cylindrical(float xiValueX, int xiX, float xiValueY, int xiY) { float lX = xiValueX - mCentre[xiX]; float lY = xiValueY - mCentre[xiY]; float lRot = (float)atan(lY/lX); // answer from -pi/2 -> pi/2 float lRet = (lRot + (PI/2.0f)) / PI; return lRet; } xiValueX/Y are the cartesian co-ordinates. xiX/Y define the axis they are on (0=x, 1=y, 2=z) Does this look correct? I am applying the texture using: glTexCoord2f( Cylindrical(mPoints[i][0], 0, mPoints[mPolys[i][1], 1), Normalise0to1(mPoints[i][2], 2)); Any suggestions would be appreciated. Thanks, Allan

View frustum and bounding box problems.

Postby Antonio Santiago » Mon, 25 Dec 2006 21:47:38 GMT

Hi group,

I have a little problem with my view frustum culling.

I am working using bounding boxes for my object (they are simple
cubes). As I read on some tutorials an object is out of the camera's
frustum if all their boundingbox points are out of the frustum.

 The problem with this methos comes when the camera is near my objects
and some points are out for the right plane and some are out for the
left frustum plane. In this case, all the points are out of the frustum
camera but the object must be drawn.

Any ideas to solve this problem.
Thanks in advice.


Re: View frustum and bounding box problems.

Postby Brandon J. Van Every » Tue, 26 Dec 2006 10:15:18 GMT




Which, as you've found, is not true.

What is true, is if all the bounding box points are *in* the frustrum,
then the object is in the frustrum.  That's the "trivial accept"
condition.  "Trivial reject" occurs if all the points are completely to
one side of one of the frustrum's *planes*.  i.e. completely above,
completely below, completely left, completely right, completely in
front of, or completely behind the frustrum.

If it isn't trivial accept or trivial reject, then you've got a more
complicated clipping problem to deal with.


Well, clearly, you're gonna have to do more complicated geometry tests
for these cases.  Quite a lot of ink has been spilled on this subject.
Don't the basic Computer Graphics textbooks cover this sort of thing
nowadays?  Can't remember if mine did or not, it's been a long time
since I worried about frustrum clipping.  Most people just use the 3D
HW nowadays to take care of this, so I take it this is a homework
problem, not a practical problem.  Thus, what exactly to do is left as
an exercise to the reader.


No problemo.  I'd offer up my ancient Free3d code for your edification,
but seeing as how I haven't compiled it in a decade, I think that would
be irresponsible.  :-)  Also I don't know if the solutions I employed
are good ones.  Maybe you'd be better off poking at the source code of
the Mesa rendering library?


Cheers,
Brandon Van Every


Re: View frustum and bounding box problems.

Postby Antonio Santiago » Tue, 26 Dec 2006 19:45:23 GMT

Thanks Brandon for your reply in this date (happy christmas!!!).

Your reply was very helpfull for me. My problem was thinking in the
reverse, that is, if all points are out of the frustum then the
objectust be culled.

Thanks a lot.

On Dec 25, 2:15 am, "Brandon J. Van Every" < XXXX@XXXXX.COM >






Re: View frustum and bounding box problems.

Postby Brandon J. Van Every » Thu, 28 Dec 2006 05:48:03 GMT




No problemo!  Merry Xmas as well.
Brandon


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