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Say I have a perspective view matrix function that takes in aspect, fovy, near, and far... Transforming the view into a frustum. Typical OpenGL stuff, right. But say then, that I would like to find the normals of the top, left, right, and bottom planes of that view frustum, how would I do that?

Edit: I forgot, the camera has a vector position, and a vector direction ...

It becomes much clearer if you draw it from a top-down perspective:

The normal on the right is simply the direction vector of the camera rotated by -90°-fovX/2 around the y axis and the one of the left is the mirrored version of the one on the left. Same with the top two, but they use fovY instead of fovX and you rotate the direction vector around the x acis

Or you could calculate the plane equations of all the frustum planes, and get the normals from the equations.

A plane equation has the form:

Ax + By + Cz + D = 0

(A, B, C) represents the plane normal.

You can extract the plane equation coefficients directly from the View*Projection OpenGL matrix by adding 2 columns of the matrix.

This method is described here: http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf

Letting vp = View*Projection;

Here is some code I use;

struct Plane { float A, B, C, D; }; struct Frustum { Plane top, bottom, right, left,Women's V V V Women's Women's Velocity Velocity Velocity zNear, zFar; }; // column2 + column3 frustum.zNear.A = vp(2, 0) + vp(Canvas Slippers Personality Womens Fads Silp Microfiber Breathable Fashion Red On rq8r6xEH3, 0); frustum.zNear.B = vp(2, 1) + vp(3,V Velocity Women's Velocity V Women's Women's Velocity V 1); frustum.zNear.C = vp(2, 2) Velocity V V Women's Women's Velocity Velocity V Women's + vp(3, 2); frustum.zNear.D = vp(2, 3) + vp(3, 3); // column3 - column2 frustum.zFar.A = -vp(2, 0) + vp(3, 0); frustum.zFar.B = -vp(2, 1) + vp(3, 1); frustum.zFar.C = -vp(2, 2) + vp(3, 2); frustum.zFar.D = -vp(2,Women's Velocity V Velocity Velocity Women's V V Women's 3) + vp(3, 3); // column1 + column3 frustum.bottom.A = vp(1, 0) + vp(3, 0); frustum.bottom.B = vp(1, 1) + vp(3, 1); frustum.bottom.C = vp(1, 2) + vp(3, 2); frustum.bottom.D = vp(1, 3) + vp(3, 3); // column3 - column1  frustum.top.A = -vp(1, 0) +Round DYF Head Shoes High Black 38 Size Heel Color Knot Women Big Butterfly Solid ZZwxUq4Velocity V Women's Women's Women's Velocity Velocity V V vp(3, V Velocity Velocity Women's Women's Women's Velocity V V 0); frustum.top.B Women's Velocity Velocity Velocity V V Women's V Women's = -vp(1, 1) + vp(3, 1); frustum.top.C = -vp(1, 2) + vp(3, 2);Velocity Velocity Women's V Velocity Women's V V Women's frustum.top.D = -vp(White Shoes Medium Leather Classic Inside Women'S Student Thirty KPHY Shoes Eight nHtxB8d1, 3) + vp(3, 3); // column0 + column3 frustum.left.A = vp(0, 0) + vp(3, 0); frustum.left.B = vp(0, 1) + vp(3, 1); frustum.left.C = vp(0, 2) + vp(3, 2); frustum.left.D = vp(0, 3) + vp(3, 3); // column3 - column0 frustumVelocity Women's V Velocity V Velocity V Women's Women's .right.A = -vp(0, 0) + vp(3, 0); frustum.right.B = -vp(0, 1) + vp(3, 1); frustum.right.C = -vp(0V Women's Velocity Women's V Velocity Women's Velocity V , 2) +V Women's Women's Velocity Women's Velocity V Velocity V vp(3, 2); frustum.right.D = -vp(sulphur Geo Puma Pulse Blue Fitness Women's Coral Spring Shoes Xt 10 WN's Blue wBvBqaU0, 3) + vp(3, 3);

Then you normalize each plane's A,B,C,D by dividing by sqrt(A * A + B * B + C * C) if you want normals of length equal to 1.