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the viewport has zero to do with the matricies - those numbers are used post projection to map a clipspace (-1 to 1) coordinate to the screen.
the camera matrix is just a simple inverse of the physical-matrix that would represent the cameras position, forward and up vectors.
the projection matrix is a tad trickier - an orthographic projection matrix is a simple translation and scale, but a perspective projection matrix makes use of the homogeneous coordinate to perform a perspective divide when shifting the coordinate from viewspace to clipspace.
the camera matrix is just a simple inverse of the physical-matrix that would represent the cameras position, forward and up vectors.
the projection matrix is a tad trickier - an orthographic projection matrix is a simple translation and scale, but a perspective projection matrix makes use of the homogeneous coordinate to perform a perspective divide when shifting the coordinate from viewspace to clipspace.
Check out http://research.cs.queensu.ca/~jstewart/454/notes/pipeline/, and http://www.songho.ca/opengl/gl_transform.html.
And for D3D there's The Direct3D Transformation Pipeline, which should be the same thing.
And for D3D there's The Direct3D Transformation Pipeline, which should be the same thing.
I was able to derive the camera values. However I still need help with the perspective values.
Deleting your post contents like this is considered very bad style and is frowned upon here. This is not your private help forum. Other users can - and should - benefit the same way you did from the replies of helpful people.
Please refrain from doing this in the future.
Please refrain from doing this in the future.
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