| GraphicsHelperGetFrustumFarCorners Method (Projection, Vector2F, Vector2F, Vector3) |
Gets the view space positions of the 4 far corners of a quad at the far plane of the viewing
frustum.
Namespace: DigitalRune.GraphicsAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public static void GetFrustumFarCorners(
Projection projection,
Vector2F topLeftTexCoord,
Vector2F bottomRightTexCoord,
Vector3[] frustumFarCorners
)
Public Shared Sub GetFrustumFarCorners (
projection As Projection,
topLeftTexCoord As Vector2F,
bottomRightTexCoord As Vector2F,
frustumFarCorners As Vector3()
)
public:
static void GetFrustumFarCorners(
Projection^ projection,
Vector2F topLeftTexCoord,
Vector2F bottomRightTexCoord,
array<Vector3>^ frustumFarCorners
)
static member GetFrustumFarCorners :
projection : Projection *
topLeftTexCoord : Vector2F *
bottomRightTexCoord : Vector2F *
frustumFarCorners : Vector3[] -> unit
Parameters
- projection
- Type: DigitalRune.GraphicsProjection
The projection. - topLeftTexCoord
- Type: DigitalRune.Mathematics.AlgebraVector2F
The top left texture coordinate. - bottomRightTexCoord
- Type: DigitalRune.Mathematics.AlgebraVector2F
The bottom right texture coordinate. - frustumFarCorners
- Type: Vector3
A 4 element array that will be initialized with the frustum far corners.
Exceptions Remarks frustumFarCorners will be initialized with the 4 corner positions (in
view space) of a quad on the far plane of the projection frustum. The order of the corners
is: top-left, top-right, bottom-left, bottom-right. The position of the quad is
determined by
topLeftTexCoord and
bottomRightTexCoord.
If
topLeftTexCoord is (0, 0) and
bottomRightTexCoord
is (1, 1), then the result is the same as in
GetFrustumFarCorners(Projection, Vector3).
See Also