Matrix4d.setFrustum

Set this matrix to be an arbitrary perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of <code>[-1..+1]</code>. <p> In order to apply the perspective frustum transformation to an existing transformation, use {@link #frustum(double, double, double, double, double, double) frustum()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#perspective">http://www.songho.ca</a>

@see #frustum(double, double, double, double, double, double)

@param left the distance along the x-axis to the left frustum edge @param right the distance along the x-axis to the right frustum edge @param bottom the distance along the y-axis to the bottom frustum edge @param top the distance along the y-axis to the top frustum edge @param zNear near clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity. In that case, <code>zFar</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zFar far clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity. In that case, <code>zNear</code> may not also be {@link Double#POSITIVE_INFINITY}. @return this

  1. Matrix4d setFrustum(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne)
  2. Matrix4d setFrustum(double left, double right, double bottom, double top, double zNear, double zFar)
    struct Matrix4d
    ref public return
    setFrustum
    (
    double left
    ,
    double right
    ,
    double bottom
    ,
    double top
    ,
    double zNear
    ,
    double zFar
    )

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