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gluPerspective Question


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#1 ShawMishrak   Members   -  Reputation: 146

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Posted 21 October 2001 - 08:00 AM

I am writing an OpenGL wrapper, and am trying to not use the helper libraries such as GLU. I am wondering what the math behind this function call is, so I can code a custom version of it to eliminate the use of GLU. Thanks in advance.

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#2 Scarab0   Members   -  Reputation: 122

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Posted 21 October 2001 - 09:22 AM

These three pages describe perspective projection in detail. The first two are a build up to the last one, which covers the creation of a perspective projection matrix.
http://www.cs.kuleuven.ac.be/cwis/research/graphics/INFOTEC/viewing-in-3d/node6.html
http://www.cs.kuleuven.ac.be/cwis/research/graphics/INFOTEC/viewing-in-3d/node7.html
http://www.cs.kuleuven.ac.be/cwis/research/graphics/INFOTEC/viewing-in-3d/node8.html
Note that those pages don''t cover OpenGL so don''t expect to find the source code to gluPerspective there. It will help you to create it yourself though.

#3 ShawMishrak   Members   -  Reputation: 146

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Posted 21 October 2001 - 09:28 AM

Thanks for the links. I''ll have to spend some time looking over them.

#4 Scarab0   Members   -  Reputation: 122

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Posted 22 October 2001 - 03:26 AM

Do look out though, these pages have the positive Z-axis pointing out of the screen while the OpenGL Z-axis points into the screen. Also, the matrices used in the pages would have to be loaded into OpenGL like this:

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