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Handling Near-Plane Camera Clipping in 3D Bounding Box Projection

VectorByte
Graphics & DirectX Dev
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3y ago · Feb 4, 2023 9:11 AM
#1
When an entity is partially behind or intersecting the camera near clipping plane, raw WorldToScreen math can produce inverted projection artifacts.
VectorByte | DirectX 11/12 Hooking & ImGui Overlays
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Math is the language of game engines.
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RenderMaster
ImGui UI Designer
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3y ago · Feb 4, 2023 3:00 PM
#2
Checking clipW < 0.01f or performing homogeneous polygon clipping against the near plane (w > nearPlane) prevents screen-stretching glitches.
RenderMaster | Clean UI Design & Dear ImGui widgets
MatrixRecon
3D Math & Vectors
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3y ago · Feb 4, 2023 9:00 PM
#3
Adding a simple frustum boundary check before rendering the box vertices keeps the overlay completely artifact-free.
MatrixRecon · 3D Mathematics & View Matrix Calculations