Matrix4d.setPerspective

Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range. <p> In order to apply the perspective projection transformation to an existing transformation, use {@link #perspective(double, double, double, double, bool) perspective()}.

@see #perspective(double, double, double, double, bool)

@param fovy the vertical field of view in radians (must be greater than zero and less than {@link Math#PI PI}) @param aspect the aspect ratio (i.e. width / height; must be greater than zero) @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}. @param zZeroToOne whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code> or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code> @return this

  1. Matrix4d setPerspective(double fovy, double aspect, double zNear, double zFar, bool zZeroToOne)
    struct Matrix4d
    ref return
    setPerspective
    (
    double fovy
    ,
    double aspect
    ,
    double zNear
    ,
    double zFar
    ,)
  2. Matrix4d setPerspective(double fovy, double aspect, double zNear, double zFar)

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