[no bug] Perspective Projection Field of View
Posted: Wed Jul 20, 2011 1:13 pm
Starting with the important bit:
Is it a bug that the projection matrix built by buildProjectionMatrixPerspectiveFovLH in matrix4.h is very close, but doesn't match the matrix used by directX?
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
It is only different in 1 element, so wouldn't this cause irrlicht's projection matrix to not produce the correct aspect ratio?
More info:
I need to create a camera that matches specific FOV parameters. The ICameraSceneNode documentation for setFOV doesn't state what dimension's FOV is set (horizontal, vertical, diagonal) with the function, though the parameter is called fovy which led me to believe that it is the vertical field of view. However, setting up a scene with objects laid out didn't render as expected given my camera's aspect ratio & fov. It looks like this is just a typo due to pulling the aspectRatio mult out of the trig function when setting up the matrix. Changing the projection matrix to directx's creates the view I expect. If this is not a typo, what is setting the camera FOV setting?
Is it a bug that the projection matrix built by buildProjectionMatrixPerspectiveFovLH in matrix4.h is very close, but doesn't match the matrix used by directX?
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
It is only different in 1 element, so wouldn't this cause irrlicht's projection matrix to not produce the correct aspect ratio?
More info:
I need to create a camera that matches specific FOV parameters. The ICameraSceneNode documentation for setFOV doesn't state what dimension's FOV is set (horizontal, vertical, diagonal) with the function, though the parameter is called fovy which led me to believe that it is the vertical field of view. However, setting up a scene with objects laid out didn't render as expected given my camera's aspect ratio & fov. It looks like this is just a typo due to pulling the aspectRatio mult out of the trig function when setting up the matrix. Changing the projection matrix to directx's creates the view I expect. If this is not a typo, what is setting the camera FOV setting?