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@@ -212,7 +212,7 @@ namespace glm
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T left, T right, T bottom, T top, T near, T far);
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T left, T right, T bottom, T top, T near, T far);
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- /// Creates a matrix for a right handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -225,7 +225,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_ZO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a right handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -238,7 +238,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH_NO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a left handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -251,7 +251,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_ZO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a left handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -264,7 +264,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH_NO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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+ /// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -277,7 +277,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveZO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a symetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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+ /// Creates a matrix for a symmetric perspective-view frustum using left-handed coordinates if GLM_FORCE_LEFT_HANDED if defined or right-handed coordinates otherwise.
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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/// The near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle, in degrees, in the y direction. Expressed in radians.
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@@ -290,7 +290,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveNO(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a right handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a right handed, symmetric perspective-view frustum.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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@@ -304,7 +304,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveRH(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a left handed, symetric perspective-view frustum.
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+ /// Creates a matrix for a left handed, symmetric perspective-view frustum.
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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/// Otherwise, the near and far clip planes correspond to z normalized device coordinates of -1 and +1 respectively. (OpenGL clip volume definition)
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///
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///
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@@ -318,7 +318,7 @@ namespace glm
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
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GLM_FUNC_DECL mat<4, 4, T, defaultp> perspectiveLH(
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T fovy, T aspect, T near, T far);
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T fovy, T aspect, T near, T far);
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- /// Creates a matrix for a symetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
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+ /// Creates a matrix for a symmetric perspective-view frustum based on the default handedness and default near and far clip planes definition.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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/// To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
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///
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///
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/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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/// @param fovy Specifies the field of view angle in the y direction. Expressed in radians.
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