Hi Simon, What you need to do is use the Polytope::setToUnitFrustum(..) method to create the eye space -1,1 unit cube, then transform this is to world coordinates by multiplying it by the inverse of the camera's view matrix. It just so happens that there is a Polytope::transformProvidingInverse() method which you use (planes are transformed by multiplying by their inverse).
Polytope frustum; frustum.setToUnitFrusmtum(); frustum.transformProvididingInvser(camera.getViewMatrix()); Robert. On Wed, May 13, 2009 at 9:20 PM, Simon Hammett <s.d.hamm...@googlemail.com> wrote: > Hi Everyone, > > Is there a quick and easy way to populate a osg::Polytope with a > cameras view frustum? > I've tried stepping though osg::Viewer::frame(), but there's so much > code I've either > not stepped into the right function or just missed it and searching > the mail achieve just > brings up too many false results. > > tia, Simon. > > -- > http://www.ssTk.co.uk > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org