I'm having trouble understanding glm::perspective. I know what it does, but don't understand the mechanism. Does anyone know what the source code / procedure is?
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possible duplicate of [glm::perspective explanation](http://stackoverflow.com/questions/8115352/glmperspective-explanation) – Tal Darom Mar 25 '14 at 00:55
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see: http://stackoverflow.com/questions/8115352/glmperspective-explanation – Tal Darom Mar 25 '14 at 00:56
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It's all open-source, look at the code:
template <typename valType>
GLM_FUNC_QUALIFIER detail::tmat4x4<valType, defaultp> perspective
(
valType const & fovy,
valType const & aspect,
valType const & zNear,
valType const & zFar
)
{
assert(aspect != valType(0));
assert(zFar != zNear);
#ifdef GLM_FORCE_RADIANS
valType const rad = fovy;
#else
# pragma message("GLM: perspective function taking degrees as a parameter is deprecated. #define GLM_FORCE_RADIANS before including GLM headers to remove this message.")
valType const rad = glm::radians(fovy);
#endif
valType tanHalfFovy = tan(rad / valType(2));
detail::tmat4x4<valType, defaultp> Result(valType(0));
Result[0][0] = valType(1) / (aspect * tanHalfFovy);
Result[1][1] = valType(1) / (tanHalfFovy);
Result[2][2] = - (zFar + zNear) / (zFar - zNear);
Result[2][3] = - valType(1);
Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
return Result;
}
...which creates a matrix as per the gluPerspective()
documentation.

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