Matrix4d.perspectiveRect

Apply a symmetric perspective projection frustum transformation for a right-handed coordinate system using OpenGL's NDC z range of <code>[-1..+1]</code> to this matrix and store the result in <code>dest</code>. <p> If <code>M</code> is <code>this</code> matrix and <code>P</code> the perspective projection matrix, then the new matrix will be <code>M * P</code>. So when transforming a vector <code>v</code> with the new matrix by using <code>M * P * v</code>, the perspective projection will be applied first! <p> In order to set the matrix to a perspective frustum transformation without post-multiplying, use {@link #setPerspectiveRect(double, double, double, double) setPerspectiveRect}.

@see #setPerspectiveRect(double, double, double, double)

@param width the width of the near frustum plane @param height the height of the near frustum plane @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 dest will hold the result @return dest

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