De Loris
De Loris

Reputation: 35

In OpenGL perspective projection, can NearPlane distance be calculated out by FOV?

When FOV and distance are certain FarPlane's radius can be calculated out by tan. As we all know the final cramped value is between -1 and 1, so according to radius/1 = far_distance/near_distance, the near_distance is easy to get. No, we can even get it directly via 1/tan. So why is it necessary in glm::perspective to provide a near plane distance? What if the input near plane distance is less or more than the calculated technical distance?

Upvotes: 0

Views: 64

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