I want to create a perspective projection matrix in OpenGL. This projection matrix should simulate the kinect camera from Xbox One. It should be the depth camera from the kinect. It should be as exactly as possible.
I am using for the moment this:
matrix = glm::perspective(70.6f, 1.177f, 0.01f, 1700.0f);
I found for the kinect camera that it has a field of view of 70.6 in x and 60 in y. So I thought it would work by just giving as angle 70.6 and as aspect ration 1.177, which is 70,6/60.
What would be an accurate way to define such a projection matrix?