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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 11/06/2008 at 05:00, xxxxxxxx wrote:
User Information: Cinema 4D Version: 10.5 Platform: Windows ; Language(s) : C++ ;
--------- According to my previous post here: http://www.plugincafe.com/forum/display_topic_threads.asp?ForumID=4&TopicID;=3360&PagePosition;=1 I prepared something for better understanding:
Does someone has an idea, why C4D still uses the default editor view instead of the camera? I tried several things, from accessing the viewport to checking the global and local matrix for camera, without finding a clue for this priorisation...
Cheers Sascha
On 12/06/2008 at 12:52, xxxxxxxx wrote:
Well after a night shift I found out, that I missed implementing two functionalities. The first is a projection of a sphere onto a vertex' position and the second one is the frustrum culling.
The frustrum calling uses 6 virtual planes positioned by the camera's view matrix. Is it equal to its global matrix ? If it is not, how can I gain access to the cameras view matrix ?
Cheer Sascha
On 17/06/2008 at 02:25, xxxxxxxx wrote:
Hey folks, just the final update: After reviewing the code I found a small error inside a formula, so that after the correction the calculations are made correctly !