gluPerspective Question

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2 comments, last by ShawMishrak 22 years, 5 months ago
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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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.
Dirk =[Scarab]= Gerrits
Thanks for the links. I''ll have to spend some time looking over them.
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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Dirk =[Scarab]= Gerrits

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