Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Recent
    • Tags
    • Users
    • Login

    editor view vs camera view

    Scheduled Pinned Locked Moved SDK Help
    3 Posts 0 Posters 321 Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 11/06/2008 at 05:00, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   10.5 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      According to my previous post here:
      https://developers.maxon.net/forum/topic/3893
      I prepared something for better understanding:

      Does someone has an idea, why C4D still uses the default editor view instead of the camera?
      I tried several things, from accessing the viewport to checking the global and local matrix for camera, without finding a clue for this priorisation...

      Cheers
      Sascha

      1 Reply Last reply Reply Quote 0
      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 12/06/2008 at 12:52, xxxxxxxx wrote:

        Well after a night shift I found out, that I missed implementing two functionalities. The first is a projection of a sphere onto a vertex' position and the second one is the frustrum culling.

        The frustrum calling uses 6 virtual planes positioned by the camera's view matrix. Is it equal to its global matrix ? If it is not, how can I gain access to the cameras view matrix ?

        Cheer
        Sascha

        1 Reply Last reply Reply Quote 0
        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 17/06/2008 at 02:25, xxxxxxxx wrote:

          Hey folks, just the final update:
          After reviewing the code I found a small error inside a formula, so that after the correction the calculations are made correctly !

          Cheers
          Sascha

          1 Reply Last reply Reply Quote 0
          • First post
            Last post