view_to_split (VIEW* view, var split1, var split2, VIEW* splitview, float* matSplit): *float

Calculates bounding box and transformation matrix for an isometric view; mostly used for PSSM shaders.

Parameters:

view - Camera view.
split1, split2 - Split distances to the origin of the camera view.
splitview - Isometric PSSM view.
matSplit - float* pointer to be filled with the isometric view projection matrix in float[16] resp. D3DXMATRIX format.

Modifies:

splitview.clip_near, splitview.clip_far, splitview.top, splitview.bottom, splitview.left, splitview.right, matSplit

Speed:

Medium

Edition:

A8   C   LC 

Example: see shadows.c

See also:

VIEW, view_to_light, view_to_matrix, ISOMETRIC

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