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Projection Matrix

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Are there any general rules on creating the projection matrix? Most of the Microsoft examples use a FOV of PI/4, near plane of 1.0f, and far plane of 100.0f. However, I have seen examples of a FOV of 1, near plane of 0, and far plane of 500. Does anyone know of a tutorial/source that discusses how to come up with a projection matrix based on the application being developed? Thanks Todd

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I just wanted to note that you should never set the near plane to 0. Generally, it''s recommended to keep the ratio of the far clipping distance to the near clipping distance to something below 1000 with 16 bit z-buffers.
There''s a tutorial here about z-buffer precision (i.e. it covers the near/far bit)

Muhammad Haggag
MHaggag''s corner

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