Jump to content
  • Advertisement
Sign in to follow this  
tinu

OpenGL projection matrix calculation

This topic is 3690 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I have doubt regarding the OpenGL projection matrix... In directX,the perspective transformation of the point is done through multiplying the point by the following matrix: [w 0 0 0 0 h 0 0 0 0 Q 1 0 0 -QZn 0 ] where Q= Zf / (Zf-Zn) , w= (2.Zn)/Vw, h= (2.Zn)/vh where zf-far z plane value and zn-near z plane value Vw-width of the viewport vh-height of the viewport.... What is the OpenGl equivalent of it? How is the perspective projection matrix calculated Expecting reply.....

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!