fn perspective_lh(fov_y_radians: T, aspect_ratio: T, z_near: T, z_far: T) -> Self {
        glam_assert!(z_near > T::ZERO && z_far > T::ZERO);
        let (sin_fov, cos_fov) = (T::HALF * fov_y_radians).sin_cos();
        let h = cos_fov / sin_fov;
        let w = h / aspect_ratio;
        let r = z_far / (z_far - z_near);
        Self::from_cols(
            V4::new(w, T::ZERO, T::ZERO, T::ZERO),
            V4::new(T::ZERO, h, T::ZERO, T::ZERO),
            V4::new(T::ZERO, T::ZERO, r, T::ONE),
            V4::new(T::ZERO, T::ZERO, -r * z_near, T::ZERO),
        )
    }
/// Creates a left-handed perspective projection matrix with [0,1] depth range.
Creates a left-handed perspective projection matrix with [0,1] depth range.
Creates a left - handed perspective projection matrix with [ 0 1 ] depth range .
fn perspective_lh(fov_y_radians: T, aspect_ratio: T, z_near: T, z_far: T) -> Self {
        glam_assert!(z_near > T::ZERO && z_far > T::ZERO);
        let (sin_fov, cos_fov) = (T::HALF * fov_y_radians).sin_cos();
        let h = cos_fov / sin_fov;
        let w = h / aspect_ratio;
        let r = z_far / (z_far - z_near);
        Self::from_cols(
            V4::new(w, T::ZERO, T::ZERO, T::ZERO),
            V4::new(T::ZERO, h, T::ZERO, T::ZERO),
            V4::new(T::ZERO, T::ZERO, r, T::ONE),
            V4::new(T::ZERO, T::ZERO, -r * z_near, T::ZERO),
        )
    }
fn perspective_lh ( fov_y_radians : T , aspect_ratio : T , z_near : T , z_far : T ) -> Self { glam_assert ! ( z_near T ZERO z_far T ZERO ) ; let ( sin_fov , cos_fov ) = ( T :: HALF * fov_y_radians ) . sin_cos ( ) ; let h = cos_fov / sin_fov ; let w = h / aspect_ratio ; let r = z_far / ( z_far - z_near ) ; Self :: from_cols ( V4 :: new ( w , T :: ZERO , T :: ZERO , T :: ZERO ) , V4 :: new ( T :: ZERO , h , T :: ZERO , T :: ZERO ) , V4 :: new ( T :: ZERO , T :: ZERO , r , T :: ONE ) , V4 :: new ( T :: ZERO , T :: ZERO , - r * z_near , T :: ZERO ) , ) }
Creates a left-handed perspective projection matrix with [0,1] depth range.
Creates a left - handed perspective projection matrix with [ 0 1 ] depth range .
fov_y_radians
T
aspect_ratio
T
z_near
T
z_far
T
fov_y_radians
T
aspect_ratio
T
z_near
T
z_far
T