If you look at the FOV1 and FOV2 equations in your first post, you’ll see that these angles are related to each other.Īh!! With out actually saying it you’ve hit right on the mark. Generates the matrix to use directly… I’m
Seems to understand glFrustum at all theyĬomplicated, can it? I know gluPerspective In fact, nobody I’ve talked to so far really Somehow make everything OK and I don’t know Transformation that has very small clipping Left/right/top/bottom values from a near (far However, using these forumla to generate the We know very very trivally, that the near distance defines the projection plane, so basically your FOV is:įOV1 = 2 * atan(((top-bottom)/(near 2.0))
What is it that gluPerspective actually does to set the left, right, top and bottom clipping planes…