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On 11/06/2008 at 05:00, xxxxxxxx wrote:
Cinema 4D Version: 10.5
Platform: Windows ;
Language(s) : C++ ;
According to my previous post here:
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...
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 ?
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 !