Hello,

A bit unrelated to OSG, but still in graphics... Does anyone have a good
reference to the relationship between the ModelView matrix, the Perspective
matrix and the view frustum?

I remember that it's something like multiplying an object's vertices by the
ModelView matrix brings them in the range [-1,1] for each axis, or something
like that, but I can never remember. I seem to remember finding a website on
the subject a while back, but I can't find anything now.

The general goal is to transform a ray the same way as OpenGL transforms
vertices, so that I can make a raytraced picture that corresponds to the
realtime OpenGL rendering. I just can't seem to remember the details!

Thanks,

J-S
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______________________________________________________
Jean-Sebastien Guay     [EMAIL PROTECTED]
                        http://whitestar02.webhop.org/
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