Calculate a matrix that produces a perspective projection. The
(x_min, y_min, z_near) and
(x_max, y_max, z_near) parameters
specify the points on the near clipping plane that are mapped to the
lower-left and upper-right corners of the window, respectively, assuming
that the eye is located at
(0, 0, 0). The
z_far parameter
specifies the location of the far clipping plane.
Note that iff
z_far >= Double.POSITIVE_INFINITY, the function
produces an "infinite projection matrix", suitable for use in code that
deals with shadow volumes.
The function assumes a right-handed coordinate system.
See
GPU
Gems