|left||The X coordinate of the left side of the near projection plane in view space.|
|right||The X coordinate of the right side of the near projection plane in view space.|
|bottom||The Y coordinate of the bottom side of the near projection plane in view space.|
|top||The Y coordinate of the top side of the near projection plane in view space.|
|zNear||Z distance to the near plane from the origin in view space.|
|zFar||Z distance to the far plane from the origin in view space.|
|frustumPlanes||Frustum planes struct that contains the view space coordinates of that define a viewing frustum.|
Matrix4x4 A projection matrix with a viewing frustum defined by the plane coordinates passed in.
This function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
The corners of the near plane of the viewing frustum of the projection matrix are as follows:
top-left : (left, top, zNear)
top-right : (right, top, zNear)
bottom-right : (right, bottom, zNear)
bottom-left : (left, bottom, zNear)
The returned matrix embeds a z-flip operation whose purpose is to cancel the z-flip performed by the camera view matrix. If the view matrix is an identity or some custom matrix that doesn't perform a z-flip, consider multiplying the third column of the projection matrix (i.e. m02, m12, m22 and m32) by -1.
See also glFrustum.