Matrix4d.setFrustumLH

Set this matrix to be an arbitrary perspective projection frustum transformation for a left-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 #frustumLH(double, double, double, double, double, double, bool) frustumLH()}. <p> Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#perspective">http://www.songho.ca</a>

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

@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}. @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 setFrustumLH(double left, double right, double bottom, double top, double zNear, double zFar, bool zZeroToOne)
    struct Matrix4d
    ref return
    setFrustumLH
    (
    double left
    ,
    double right
    ,
    double bottom
    ,
    double top
    ,
    double zNear
    ,
    double zFar
    ,)
  2. Matrix4d setFrustumLH(double left, double right, double bottom, double top, double zNear, double zFar)

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