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.