0.9.9 API documentation

Defines functions that generate clip space transformation matrices. More...
Functions  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustum (T left, T right, T bottom, T top, T near, T far) 
Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumLH (T left, T right, T bottom, T top, T near, T far) 
Creates a left handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumLH_NO (T left, T right, T bottom, T top, T near, T far) 
Creates a left handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumLH_ZO (T left, T right, T bottom, T top, T near, T far) 
Creates a left handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumNO (T left, T right, T bottom, T top, T near, T far) 
Creates a frustum matrix using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumRH (T left, T right, T bottom, T top, T near, T far) 
Creates a right handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumRH_NO (T left, T right, T bottom, T top, T near, T far) 
Creates a right handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumRH_ZO (T left, T right, T bottom, T top, T near, T far) 
Creates a right handed frustum matrix. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  frustumZO (T left, T right, T bottom, T top, T near, T far) 
Creates a frustum matrix using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  infinitePerspective (T fovy, T aspect, T near) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite with default handedness. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  infinitePerspectiveLH (T fovy, T aspect, T near) 
Creates a matrix for a left handed, symmetric perspectiveview frustum with far plane at infinite. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  infinitePerspectiveRH (T fovy, T aspect, T near) 
Creates a matrix for a right handed, symmetric perspectiveview frustum with far plane at infinite. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  ortho (T left, T right, T bottom, T top) 
Creates a matrix for projecting twodimensional coordinates onto the screen. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  ortho (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoLH (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoLH_NO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume using righthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoLH_ZO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoNO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoRH (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using righthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoRH_NO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using righthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoRH_ZO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  orthoZO (T left, T right, T bottom, T top, T zNear, T zFar) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspective (T fovy, T aspect, T near, T far) 
Creates a matrix for a symetric perspectiveview frustum based on the default handedness and default near and far clip planes definition. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFov (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovLH (T fov, T width, T height, T near, T far) 
Builds a left handed perspective projection matrix based on a field of view. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovLH_NO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovLH_ZO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovNO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovRH (T fov, T width, T height, T near, T far) 
Builds a right handed perspective projection matrix based on a field of view. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovRH_NO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using righthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovRH_ZO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using righthanded coordinates. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveFovZO (T fov, T width, T height, T near, T far) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveLH (T fovy, T aspect, T near, T far) 
Creates a matrix for a left handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveLH_NO (T fovy, T aspect, T near, T far) 
Creates a matrix for a left handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveLH_ZO (T fovy, T aspect, T near, T far) 
Creates a matrix for a left handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveNO (T fovy, T aspect, T near, T far) 
Creates a matrix for a symetric perspectiveview frustum using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveRH (T fovy, T aspect, T near, T far) 
Creates a matrix for a right handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveRH_NO (T fovy, T aspect, T near, T far) 
Creates a matrix for a right handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveRH_ZO (T fovy, T aspect, T near, T far) 
Creates a matrix for a right handed, symetric perspectiveview frustum. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  perspectiveZO (T fovy, T aspect, T near, T far) 
Creates a matrix for a symetric perspectiveview frustum using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  tweakedInfinitePerspective (T fovy, T aspect, T near) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. More...  
template<typename T >  
GLM_FUNC_DECL mat< 4, 4, T, defaultp >  tweakedInfinitePerspective (T fovy, T aspect, T near, T ep) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. More...  
Defines functions that generate clip space transformation matrices.
The matrices generated by this extension use standard OpenGL fixedfunction conventions. For example, the lookAt function generates a transform from world space into the specific eye space that the projective matrix functions (perspective, ortho, etc) are designed to expect. The OpenGL compatibility specifications defines the particular layout of this eye space.
Include <glm/ext/matrix_clip_space.hpp> to use the features of this extension.
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustum  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a frustum matrix with default handedness, using the default handedness and default near and far clip planes definition.
To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a left handed frustum matrix.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH_NO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a left handed frustum matrix.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumLH_ZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a left handed frustum matrix.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumNO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a frustum matrix using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a right handed frustum matrix.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH_NO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a right handed frustum matrix.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumRH_ZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a right handed frustum matrix.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::frustumZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  near,  
T  far  
) 
Creates a frustum matrix using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspective  (  T  fovy, 
T  aspect,  
T  near  
) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite with default handedness.
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspectiveLH  (  T  fovy, 
T  aspect,  
T  near  
) 
Creates a matrix for a left handed, symmetric perspectiveview frustum with far plane at infinite.
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::infinitePerspectiveRH  (  T  fovy, 
T  aspect,  
T  near  
) 
Creates a matrix for a right handed, symmetric perspectiveview frustum with far plane at infinite.
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::ortho  (  T  left, 
T  right,  
T  bottom,  
T  top  
) 
Creates a matrix for projecting twodimensional coordinates onto the screen.
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::ortho  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using the default handedness and default near and far clip planes definition.
To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH_NO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume using righthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoLH_ZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoNO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using righthanded coordinates.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH_NO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using righthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoRH_ZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::orthoZO  (  T  left, 
T  right,  
T  bottom,  
T  top,  
T  zNear,  
T  zFar  
) 
Creates a matrix for an orthographic parallel viewing volume, using lefthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspective  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a symetric perspectiveview frustum based on the default handedness and default near and far clip planes definition.
To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
fovy  Specifies the field of view angle in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFov  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view and the default handedness and default near and far clip planes definition.
To change default handedness use GLM_FORCE_LEFT_HANDED. To change default near and far clip planes definition use GLM_FORCE_DEPTH_ZERO_TO_ONE.
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a left handed perspective projection matrix based on a field of view.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH_NO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovLH_ZO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovNO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a right handed perspective projection matrix based on a field of view.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH_NO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using righthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovRH_ZO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using righthanded coordinates.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveFovZO  (  T  fov, 
T  width,  
T  height,  
T  near,  
T  far  
) 
Builds a perspective projection matrix based on a field of view using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fov  Expressed in radians. 
width  Width of the viewport 
height  Height of the viewport 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a left handed, symetric perspectiveview frustum.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH_NO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a left handed, symetric perspectiveview frustum.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveLH_ZO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a left handed, symetric perspectiveview frustum.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveNO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a symetric perspectiveview frustum using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a right handed, symetric perspectiveview frustum.
If GLM_FORCE_DEPTH_ZERO_TO_ONE is defined, the near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition) Otherwise, the near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH_NO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a right handed, symetric perspectiveview frustum.
The near and far clip planes correspond to z normalized device coordinates of 1 and +1 respectively. (OpenGL clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveRH_ZO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a right handed, symetric perspectiveview frustum.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::perspectiveZO  (  T  fovy, 
T  aspect,  
T  near,  
T  far  
) 
Creates a matrix for a symetric perspectiveview frustum using lefthanded coordinates if GLM_FORCE_LEFT_HANDED if defined or righthanded coordinates otherwise.
The near and far clip planes correspond to z normalized device coordinates of 0 and +1 respectively. (Direct3D clip volume definition)
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
far  Specifies the distance from the viewer to the far clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::tweakedInfinitePerspective  (  T  fovy, 
T  aspect,  
T  near  
) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
T  A floatingpoint scalar type 
GLM_FUNC_DECL mat<4, 4, T, defaultp> glm::tweakedInfinitePerspective  (  T  fovy, 
T  aspect,  
T  near,  
T  ep  
) 
Creates a matrix for a symmetric perspectiveview frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
fovy  Specifies the field of view angle, in degrees, in the y direction. Expressed in radians. 
aspect  Specifies the aspect ratio that determines the field of view in the x direction. The aspect ratio is the ratio of x (width) to y (height). 
near  Specifies the distance from the viewer to the near clipping plane (always positive). 
ep  Epsilon 
T  A floatingpoint scalar type 