Quantcast
Channel: Comments on Calculating the gluPerspective matrix and other OpenGL matrix maths
Browsing all 10 articles
Browse latest View live

By: Mario

Thank you so much, this is a great article and I learned a lot!!

View Article



By: Nathan

This is a really good explanation. I particularly like how you relate the depth buffer to looking at an object in a foggy room – those sorts of explanations are really useful. Thanks!

View Article

By: Bobby Bobson

Thanks for this! Btw, “fovx = aspect × fovy” is incorrect. The relation is actually: fovx = atan(aspect x tan fovy)

View Article

By: Matt Giuca

In reply to Bobby Bobson. Oh yeah… you’re right my calculation is incorrect. Yours is also slightly wrong, because fovx and fovy are the angles of the whole screen width/height, and you are calculating...

View Article

By: aaa

Nice article and all, but it still doesn’t tell me how to go from world coordinates to viewport coordinates.

View Article


By: Matt Giuca

In reply to aaa. This article is a deep-dive on the Projection matrix, which transforms Eye coordinates to Viewport. I didn’t have space to cover the whole pipeline. To go from World to Eye, you need a...

View Article

By: Joe Best-Rotheray

In reply to Matt Giuca. But then you have m11 as f/aspect Which is the same as (1/tan(fovy/2))/aspect Surely it should be 1/tan(fovx/2)?

View Article

By: Combining ray tracing and polygons – Automated Art

[…] (If you want to understand the form of this matrix, try this link) […]

View Article


By: compsciguy

Not sure when I last commented on a WordPress blog, but, I really have to say thank you for writing this. I’m new to graphics/game programming and when I learn something new, I prefer to understand...

View Article


By: Matt Giuca

In reply to compsciguy. Thanks for the nice comment! I also like to learn things from first principles, so it always annoys me when a mathematical formula is presented as a black box.

View Article
Browsing all 10 articles
Browse latest View live




Latest Images