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
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