Apply Andy's patch on Matrix.Frustum and with skewed matrices.
This commit is contained in:
parent
1ee1f81116
commit
59e8c4be14
1 changed files with 10 additions and 10 deletions
|
@ -358,16 +358,16 @@ namespace OpenTK.Math
|
|||
/// <param name="near">Distance to the near clip plane</param>
|
||||
/// <param name="far">Distance to the far clip plane</param>
|
||||
/// <returns>A projection matrix that transforms camera space to raster space</returns>
|
||||
public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far)
|
||||
{
|
||||
float invRL = 1.0f / (right - left);
|
||||
float invTB = 1.0f / (top - bottom);
|
||||
float invFN = 1.0f / (far - near);
|
||||
return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, (right + left) * invRL, 0.0f),
|
||||
new Vector4(0.0f, 2.0f * near * invTB, (top + bottom) * invTB, 0.0f),
|
||||
new Vector4(0.0f, 0.0f, -(far + near) * invFN, -1.0f),
|
||||
new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
|
||||
}
|
||||
public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far)
|
||||
{
|
||||
float invRL = 1.0f / (right - left);
|
||||
float invTB = 1.0f / (top - bottom);
|
||||
float invFN = 1.0f / (far - near);
|
||||
return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, 0.0f, 0.0f),
|
||||
new Vector4(0.0f, 2.0f * near * invTB, 0.0f, 0.0f),
|
||||
new Vector4((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0f),
|
||||
new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build a projection matrix
|
||||
|
|
Loading…
Reference in a new issue