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我读了一本书,上面写着:For perspective projection, avoid setting your near or far plane to zero or a negative number. Mathematically this just doesn’t work out.
使用视锥正常
它是指near
和far
参数矩阵像这样:
static Matrix4<T> Frustum(T left, T right, T bottom, T top, T near, T far)
{
T a = 2 * near/(right - left);
T b = 2 * near/(top - bottom);
T c = (right + left)/(right - left);
T d = (top + bottom)/(top - bottom);
T e = - (far + near)/(far - near);
T f = -2 * far * near/(far - near);
Matrix4 m;
m.x.x = a; m.x.y = 0; m.x.z = 0; m.x.w = 0;
m.y.x = 0; m.y.y = b; m.y.z = 0; m.y.w = 0;
m.z.x = c; m.z.y = d; m.z.z = e; m.z.w = -1;
m.w.x = 0; m.w.y = 0; m.w.z = f; m.w.w = 1;
return m;
}
好吧,我明白了。但我没有得到的是,作者然后将所有演示模型翻译为-7,这在屏幕上显示的很好。但是,如果近处和远处的平截头体分别设置为5和10,为什么屏幕上显示-7?不仅应该将翻译为5到10之间的z的对象出现吗?
我认为透视指向负z方向,所以-5和-10之间的东西出现。 – Xymostech 2013-03-11 04:56:02