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There's no github for DirectXMath, so I guess this is the next best thing.
I think the AspectHByW parameter of XMMatrixPerspectiveFovLH should be AspectWByH.
If you look at the math to compute m[0][0] and m[1][1] inside XMMatrixPerspectiveFovLH, you'll see that it's identical to the math used in gluPerspective. However, gluPerspective's aspect parameter is width/height.
How could gluPerspective and XMMatrixPerspectiveFovLH use the same math, but have a different meaning? Futhermore, the results in my app look wrong when I pass height/width, but look correct when I pass width/height.
The text was updated successfully, but these errors were encountered:
The first thing to say is that gluPerspective should be compared with XMMatrixPerspectiveFovRH, not LH because all OpenGL math is generally column-major, right-handed.
You are correct that the aspectRatio should be W / H as documented on MSDN. The name AspectHByW is confusing so it should probably just be changed to AspectRatio
There's no github for DirectXMath, so I guess this is the next best thing.
I think the
AspectHByW
parameter ofXMMatrixPerspectiveFovLH
should beAspectWByH
.If you look at the math to compute
m[0][0]
andm[1][1]
insideXMMatrixPerspectiveFovLH
, you'll see that it's identical to the math used ingluPerspective
. However,gluPerspective
'saspect
parameter iswidth/height
.How could
gluPerspective
andXMMatrixPerspectiveFovLH
use the same math, but have a different meaning? Futhermore, the results in my app look wrong when I passheight/width
, but look correct when I passwidth/height
.The text was updated successfully, but these errors were encountered: