c++ - How to set orthographic near/far clipping planes to display all vertices -
i rendering scenes using glm::ortho
projection. want rendering include every vertex draw without adding unnecessary depth (i.e. minimal depth buffer resolution impact).
i've seen this post similar question on perspective projections, looking both near , far clipping plane values in orthographic projection.
i can calculate z values of each vertex using viewmatrix transform vertices screen coordinates. in pseudo code:
float near; float far; (each glm::vec4 vertex) { glm::vec4 trans = viewmatrix * vertex; // invert z-buffer trans.z = -trans.z; if (trans.z < near) near = trans.z; if (trans.z > far) far = trans.z; }
this way, near
, far
represent z-values of nearest , farthest vertices in screen coordinates, respectively.
but when use these values znear
, zfar
in glm::ortho
matrix, of rendering still clipped. missing?
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