List of all members.
Detailed Description
View frustum for Camera objects. Each Camera object has one view frustum which defines the whole area which is visible for the user with all its near- and far clippings planes etc. The view frustum can be used for "Frustum Culling" optimization where each object which is outside the view frustum will not be rendered. This safes a lot of time because the renderer does not need to pass each triangle of the mesh when it's anyway completly invisible.
- See also:
- Node::setBoundingType, Node::setBoundingBox, Node::setBoundingSphere
Constructor & Destructor Documentation
sp::scene::ViewFrustum::ViewFrustum |
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sp::scene::ViewFrustum::ViewFrustum |
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const dim::matrix4f & |
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sp::scene::ViewFrustum::ViewFrustum |
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const ViewFrustum & |
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sp::scene::ViewFrustum::~ViewFrustum |
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Member Function Documentation
Returns a 3D point along the left-down frustum edge.
Returns a 3D point along the left-up frustum edge.
Returns a reference of the specified frustum plane.
Returns a constant reference of the specified frustum plane.
Returns a 3D point along the right-down frustum edge.
Returns a 3D point along the right-up frustum edge.
void sp::scene::ViewFrustum::setFrustum |
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const dim::matrix4f & |
Matrix |
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Transforms the whole frustum by the specified 4x4 matrix.
Transforms the whole frustum by the given view- and projection matrices.
The documentation for this class was generated from the following files:
- D:/SoftwareEntwicklung/C++/HLC/Tools/SoftPixelEngine/repository/sources/Base/spViewFrustum.hpp
- D:/SoftwareEntwicklung/C++/HLC/Tools/SoftPixelEngine/repository/sources/Base/spViewFrustum.cpp