So what is the basic rendering frustum shape in RO\Unreal. Is it a circular frustum, or square\rectangle frustum or some sort of weirdo pentagonal frustum? I
A circular frustum? Why would one want to do something like that?
hmmm...I give up...why shouldn't one use a circular frustum? Please elaborate. Why wouldn't one use a cone instead of a frustum?
So 70-degrees relative to what? Does it project 70-degrees from a point -- like the tip of a cone. Isn't it a frustum. The field view presumably projects into the level from a starting plane rather than a starting point. Does 70-degrees imply a 35-degree projection on either side of the small plane of the frustum? Or does 70-degrees assume a starting origin in front of the small plane of the frustum -- like a "virtual origin" in front of the monitor?
Actutally iirc, it's more square on the ends.. more like
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Reason being is on some foggy maps, you can sorta 'cheat' and look get a little further view by using the far 'corners' of the fustrum.
Maybe alittle help.. prob not.
from: http://udn.epicgames.com/Two/LevelOptimization.html#Frustum
"The frustum extends from the player's view to form a four-sided pyramid extended from the eye of the player outward"
I am interested in what is being rendered in the virtual world beyond the face of the monitor
Actually it's sorta 'pinhole' for everything.
Just for the record, the default RO FOV is 85 degree. And yes, it is a Rectangular (Pyramid) shaped frustrum with a near and far clipping plane. To be honest with you though, as far as optimizing the levels, you shouldn't have to really consider the frustrum. Just use the optimization tools built into the engine to make sure you aren't rendering too many polygons in a scene. Like walking around the level in wireframe mode and look at what you see being rendered.