Seeking assistance with the THREE.Frustum object.
The Issue:
I am trying to calculate near and far plane vertices, referencing these tutorials:
- Tutorial 1
- Tutorial 2
I have implemented a function based on the explained procedure for obtaining top-left/right vertices considering the camera's horizontal field of view:
// Code snippet here
While this implementation seems to be functioning...
The Query:
Is there a more elegant or perhaps more accurate method to achieve the same outcome using a THREE.Frustum object?