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3d projections

Started by Antonio Carisba Oct 23, 2000 at 1:25 PM 0 replies 800+ views
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Antonio Carisba
Antonio Carisba
I''ve already posted this message on another forum (Graphic APIs),but maybe it''s better to pose my question here : ----------------------------------------------------------------- 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 PS: if someone wants to post a tip directly to me , there''s my e-mail: carisba@tiscalinet.it

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