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Handling Near-Plane Camera Clipping in 3D Bounding Box Projection (Part 2)

KeycardMaster
Item ESP & Unity UI Dev
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2y ago · Oct 19, 2023 1:03 PM
#1
When an entity is partially behind or intersecting the camera near clipping plane, raw WorldToScreen math can produce inverted projection artifacts.
KeycardMaster | Keycard & Objective ESP Specialist
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VectorByte
Graphics & DirectX Dev
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2y ago · Oct 19, 2023 2:43 PM
#2
Checking clipW < 0.01f or performing homogeneous polygon clipping against the near plane (w > nearPlane) prevents screen-stretching glitches.
VectorByte | DirectX 11/12 Hooking & ImGui Overlays
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Math is the language of game engines.
ShadowPwn
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2y ago · Oct 20, 2023 8:43 PM
#3
Adding a simple frustum boundary check before rendering the box vertices keeps the overlay completely artifact-free.
ShadowPwn · Security & Anticheat Analysis