Compute Frustum intersections

May 30, 2012 at 2:39 PM

Is there a correct way to compute the coordinates of the intersection of the frustum with a plane positioned somewhere between the near and the far planes? I think this should be the same as the viewport rectangle, but I can't seem to get it right. As you pan, zoom and rotate within the scene I need the coordinates of the 4 corners of the view so I can query a quadtree for assets.

May 30, 2012 at 10:16 PM
Edited May 30, 2012 at 10:17 PM

I was planning to add a "projected grid" example, but have not had the time to do it yet...

If you have an example where we can help to debug, feel free to create a fork!