opengl,3d,geometry,computational-geometry,frustum

Solved it by multiplying the projected coordinates of the frustum corners e.g. (1, 0, -1) with the inverse MVP matrix.

camera,rotation,center,processing,frustum

Thanks to Nicolás Carlo and his suggestion to watch This Youtube playlist made by Jorge Rodriguez I was able to fix what I almost made right the first time. All I had to do was really just to do some simple trigonometric calculations to get the forward-vector from the angles...

c++11,matrix,opengl-es-2.0,vertex-shader,frustum

The output position of the vertex shader (gl_Position) will undergo perspective division to obtain NDC (Normalized Device Coordinates). In the NDC space, clipping is against the [-1.0, 1.0] range for all coordinates (1). So to test if a given vertex will be clipped, you have to determine if gl_Position.xyz /...

The code for calculating the perspective/frustum matrix looks correct to me. This sets up a perspective matrix that assumes that your eye point is at the origin, and you're looking down the negative z-axis. The near and far values specify the range of distances along the negative z-axis that are...

The name "gluOrtho2D" is a bit misleading. In fact gluOrtho2D is probably the most useless function ever. The definition of gluOrtho2D is void gluOrtho2D( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top ) { glOrtho(left, right, bottom, top, -1, 1); } i.e. the only thing it does it calling glOrtho...