Where is the screen within a camera's frustum?
I want to draw a visualization of a second camera in game mode. I think I have a handle on how to draw the frustum and near and far clipping planes, but where to represent the screen?
When you view a camera in edit mode, it depicts the frustum emanating from the single point of the camera's transform. Because the screen is a rectangle, this implies that the screen must either be in front or behind that point. I think would think in front, because if behind, then how would camera ray casting work...
Can the screen for a given camera be represented scene somewhere, or is it just magically created?
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