Original Post
Can someone give me a mathematical demonstration about why the
projection matrix described in DX7 SDK online documentation is so?
here''s the proj matrix:
[w 0 0 0]
[0 h 0 0]
[0 0 Q 0]
[0 0 -Q*Zn 1]
w = cot (horizontal FOV)
h = cot (vertical FOV)
Q = Zf/(Zf-Zn)
Zf= far clipping plane (distance from camera)
Zn= near clipping plane(distance from camera)
I thank you all!
Antonio