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OpenGL projection matrix calculation

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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.....

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