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by Celebrandil
Tue Mar 16, 2004 11:40 pm
Forum: Beginners Help
Topic: fov
Replies: 2
Views: 537

The FOV is obviously implemented backwards. I made the following changes to matrix4::buildProjectionMatrixPerspectiveFovLH() and got something that looks alright to me. f32 w = 2.0 * (f32)(sin(fieldOfViewRadians/2) / cos(fieldOfViewRadians/2)); f32 h = w * aspectRatio; (*this)(0,0) = 1.0/w; (*this)(...