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BoundingFrustum Class

Defines a frustum and helps determine whether forms intersect with it.

Namespace: Microsoft.Xna.Framework
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)

[TypeConverterAttribute(System.ComponentModel.ExpandableObjectConverter, System, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089)]
[SerializableAttribute]
public class BoundingFrustum : IEquatable<BoundingFrustum>

A frustum in computer graphics is generally a volume of 3D space, defined as the part of a rectangular pyramid that lies between two planes perpendicular to its center line. A frustum is often used to represent what a "camera" sees in your 3D space—for example:

Bb195165.BoundingFrustum_ViewFrustum(en-us,XNAGameStudio.41).gif

The BoundingFrustum class allows you to define a bounding frustum using a combined matrix that is generally the product of a view matrix and a projection matrix.

You can query a BoundingFrustum object for any one of its bounding planes, for its corners, and for whether it intersects with a given object. Since objects that don't intersect with your view frustrum generally don't need to be rendered, culling them quickly can save you a lot of rendering time.

Xbox 360, Windows 7, Windows Vista, Windows XP, Windows Phone

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