Results 1 to 2 of 2

Thread: transforming planes

  1. #1
    Junior Member Newbie
    Join Date
    Feb 2000

    transforming planes

    My final purpose is to compute the distance of a point from a plane. The problem is that I have to transform the plane coefficient with the modelview matrix, so I thought I had to use the inverse transpose to compute the transformed normal but that is really cpu expensive. Is there another way to achieve the same result?

  2. #2

    Re: transforming planes

    I assume you want to transform your clipping planes into object space in order to perform clipping in object space? If so, I think there is no other way around it. You could do the clipping in view space but then again, you would have to transform all the vertices into view space first. But it's still faster to do culling in object space and transform only visible vertices than transform all vertices into view space. And of course bounding boxes or spheres speed things up.

Similar Threads

  1. transforming viewport
    By lobbel in forum OpenGL: Basic Coding
    Replies: 15
    Last Post: 04-22-2010, 09:38 AM
  2. Transforming planes in2 homogenouse coordonates
    By d123 in forum OpenGL: Advanced Coding
    Replies: 5
    Last Post: 11-04-2003, 01:40 PM
  3. Transforming
    By in forum OpenGL: Basic Coding
    Replies: 1
    Last Post: 04-23-2003, 03:00 PM
  4. transforming fron (x, y, z) to (x, y)
    By V-man in forum OpenGL: Advanced Coding
    Replies: 8
    Last Post: 01-26-2002, 03:25 AM
  5. Transforming glClipPlane
    By MButchers in forum OpenGL: Basic Coding
    Replies: 9
    Last Post: 09-29-2001, 08:57 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
Proudly hosted by Digital Ocean