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Question by
marlenebrbr · May 11, 2018 at 11:16 AM ·
camerameshviewfrustumprojection-matrix
Scale Vertices propotional to Camera Frustum
Hey im trying to find a solution to recalculate vertices of a cuboid like that, that the four back vertices of a cuboid building a bigger plane. Or differently said: that the projection view matrix dont take effect. The left side of the scribble shows that object with it 8 vertices (Gameobject with Mesh), a regular cuboid. In the Camera View the Back vertices are transformed like that it looks smaller. But now im trying to get the 4 more far away vertices scaled that the plane of the back side is in the camera view as big as the front plane. Like in the right side of the image (the z coordinates of the vertices should not be changed.). Is there a way to recalculate these vertices within the camera frustum?
frustum2.jpg
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