Function gl_utils::graphics::projection_mat_perspective [−][src]
pub fn projection_mat_perspective<S: BaseFloat>(
perspective_fov: &PerspectiveFov<S>
) -> Matrix4<S>
Convenience method calling cgmath::perspective
on the given
PerspectiveFov
struct.
This will transform points in right-handed camera (view, eye) space (negative Z axis into the scene, positive Y axis 'up') into left-handed 4D homogenous clip space where the Z axis is reversed with positive Z into the screen while X and Y orientations remain unchanged.