left | 视图空间中近投影平面左边的 X 坐标。 |
right | 视图空间中近投影平面右边的 X 坐标。 |
bottom | 视图空间中近投影平面底边的 Y 坐标。 |
top | 视图空间中近投影平面顶边的 Y 坐标。 |
zNear | 视图空间中从原点到近平面的 Z 距离。 |
zFar | 视图空间中从原点到远平面的 Z 距离。 |
frustumPlanes | 锥体平面结构,其中包含定义视锥体的视图空间坐标。 |
Matrix4x4 投影矩阵,其视锥体由传入平面坐标定义。
此函数返回一个投影矩阵,其视锥体的近平面由传入的坐标定义。
投影矩阵视锥体的近平面的各个角如下所示:\
左上:(left, top, zNear)\
右上:(right, top, zNear)\
右下:(right, bottom, zNear)\
左下:(left, bottom, zNear)
返回矩阵嵌入了 z 翻转操作,其用途是取消摄像机视图矩阵执行的 z 翻转。
如果视图矩阵是单位矩阵或某种不执行 z 翻转的自定义矩阵,请考虑将投影矩阵
的第三列(即 m02、m12、m22 和 m32)乘以 -1。
另请参阅 glFrustum。
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