void accPerspective(GLdouble fovy, GLdouble aspect, GLdouble nearPlane, GLdouble farPlane, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) { GLdouble fov2 = ((fovy*M_PI) / 180.0) / 2.0; GLdouble top = nearPlane / (cosf(fov2) / sinf(fov2)); GLdouble bottom = -top; GLdouble right = top * aspect; GLdouble left = -right; accFrustum(left, right, bottom, top, nearPlane, farPlane, pixdx, pixdy, eyedx, eyedy, focus); }
void accPerspective(GLdouble fovy, GLdouble aspect, GLdouble _near, GLdouble _far, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) { GLdouble fov2,left,right,bottom,top; fov2 = ((fovy*PI) / 180.0) / 2.0; top = _near / (cos(fov2) / sin(fov2)); bottom = -top; right = top * aspect; left = -right; accFrustum (left, right, bottom, top, _near, _far, pixdx, pixdy, eyedx, eyedy, focus); }
void C3D::accPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus) { //## begin C3D::accPerspective%40E214D3028F.body preserve=yes GLdouble fov2,left,right,bottom,top; fov2 = ((fovy*PI_) / 180.0) / 2.0; top = zNear / (cos(fov2) / sin(fov2)); bottom = -top; right = top * aspect; left = -right; accFrustum (left, right, bottom, top, zNear, zFar, pixdx, pixdy, eyedx, eyedy, focus); //## end C3D::accPerspective%40E214D3028F.body }