Justin Couch wrote:
Holger Kral wrote:
now, how can i modify the frustum that it represents the newly created
viewtransform, that i can do propper clipping with no framedelay?
You need to use the manualPlatformMove() method to do this. Set up the
matrix with the current location and orientation information and feed it
to this method. That requires your code order be:
calculate view position (inc user input)
update view frustum
perform frustum culling
hi justin!
i my application i do the following:
viewFrustum.viewingPlatformMoved();
Matrix4d mat = new Matrix4d();
// vpTG holds the updated view position/orientation
// for the next frame
vpTG.getTransform(tmpTrans);
tmpTrans.get(mat);
viewFrustum.manualPlatformMove(mat);
landscape.update();
if i do a fast rotation via usercontrols i still
see the patches of my terrain 'popping' in at the
border of the screen. if the above is the right way
to do the manualplatformmove, then it may be a bug in
my application....
thnx for your help,
holger
The manual move is there to deal with the issue that when you ask Java3D
for the view frustum projection matrix, it gives you the value for the
last frame, not for what it currently is. That is really annoying and
almost useless, but there's nothing we can really do about it.
--
Justin Couch http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler http://www.yumetech.com/
Author, Java 3D FAQ Maintainer http://www.j3d.org/
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