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How to cut off polygons that are not in the camera's field of view?
Tell me if there is a standard solution to the following problem:
There is a scene, you can consider it as a set of triangles, there is a camera, its field of view is an endless pyramid and is set by a vertex and four extreme rays, the task is to cut off triangles that obviously do not fall into the field of view (then with they will be additional calculations).
It is clear that mathematically the problem is not difficult and you can write a solution yourself, but it makes sense to solve it on shaders, and therefore if there is a ready-made solution with good optimization, then you want to use it, and not optimize it yourself.
The main program on OpenFrameworks, if anything.
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