static Matrix Perspective(float fovDegrees, float aspectRatio, float nearClip, float farClip)
|float fovDegrees||This is the vertical field of view of the perspective matrix, units are in degrees.|
|float aspectRatio||The projection surface’s width/height.|
|float nearClip||Anything closer than this distance (in meters) will be discarded. Must not be zero, and if you make this too small, you may experience glitching in your depth buffer.|
|float farClip||Anything further than this distance (in meters) will be discarded. For low resolution depth buffers, this should not be too far away, or you’ll see bad z-fighting artifacts.|
|RETURNS: Matrix||The final perspective matrix.|
This creates a matrix used for projecting 3D geometry onto a 2D surface for rasterization. Perspective projection matrices will cause parallel lines to converge at the horizon. This is great for normal looking content.
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