# opengl-knowledge-points **Repository Path**: lidagitee/opengl-knowledge-points ## Basic Information - **Project Name**: opengl-knowledge-points - **Description**: No description available - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-12-21 - **Last Updated**: 2021-12-21 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Frustum 参数(T left, T right, T bottom, T top, T nearVal, T farVal); 如果是全屏就是(0,width,0,height,nearVal,farVal),左下角是屏幕坐标原点; 默认eye在(0,0,0),往Z负轴看去,不能更改; 从透视投影矩阵的推导过程理解 xp = xe * nearVal / -ze; nearVal不可以是0;nearVal和farVal必须都是正数; xp是投影后的坐标,xe是摄像机坐标系下的坐标,nearVal为0,xp恒为0.推导原理是根据相似三角形 ![frustum](./frustum.png) # perspective 参数(T fovy, T aspect, T zNear, T zFar) eye可以自定义指定;设定target,可以往任意方向看去。