Function glm::ext::perspective
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[src]
pub fn perspective<T>(fov_y: T, aspect: T, z_near: T, z_far: T) -> Matrix4<T> where
T: BaseFloat, Creates a matrix for a symetric perspective-view frustum based on the default handedness.
fov_y is the field of view angle in the y direction in radians.
The aspect ratio determines the field of view in the x direction.
near_z is the distance from the viewer to the near clipping plane (always positive) and
far_z is the distance from the viewer to the far clipping plane (always positive).