How to ensure that a plane perfectly fills the viewport in OpenGL ES -


i'm trying create flat plane such fills viewport in opengl es application. can achieve effect creating plane , experimentally moving forwards , backwards until right effect, i'm must possible work out how far away camera should be. welcome pointers!

i need accurate because plane has texture applied it, want fill window , not clipped @ all.

thanks!

use glfrustum instead of gluperspective set perspective projection. glfrustum define projection in terms of plane want display viewport-filling. pseudocode:

aspect = win.width/win.height bt = tan( fov/2 )  lr = bt * aspect  glmatrixmode(gl_projection) glloadidentity() glfrustum( -lr * zclip.near,             lr * zclip.near,            -bt * zclip.near,             bt * zclip.near,             zclip.near, zclip.far)  glmatrixmode(gl_modelview) glloadidentity()  vertices = [     (-lr * planedist, -bt * planedist, -planedist),     ( lr * planedist, -bt * planedist, -planedist),     ( lr * planedist,  bt * planedist, -planedist),     (-lr * planedist,  bt * planedist, -planedist) ] draw_vertices(vertices) 

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