Original Post
I''ve already posted this message on another forum (Graphic APIs),but maybe it''s better to pose my question here :
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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