compute frustum collision #13
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currently we're relying on the projection's z distance to the camera to determine whether to draw a vertex, as we would not want to draw vertices that stand behind the camera ; but merely checking for
projection.z >= 0sometimes behaves weirdly, so eitherprojection.zis not being computed correctly or there is more to this that i have overlookedin the case of projection.z lying between 0 and focal_length, what should we do ?
for convenience, we probably wouldnt want to render the vertex ; but any segments that are only partially out of bounds should still be rendered, so such vertices should still be included in the projections array and a check should be deferred to draw_segments to ensure that a part of the segment is actually visible (which could be the case even if either or both vertices weren't, as the segment between the two may cross the screen)