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DigitalRuneGraphicsHelperGetFrustumFarCorners 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.Graphics
Assembly: 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
)

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
ExceptionCondition
ArgumentNullExceptionprojection or frustumFarCorners is .
ArgumentExceptionfrustumFarCorners has wrong length. Expected length: 4.
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