Module ultraviolet::projection::rh_yup
source · Expand description
Projection matrices that are intended to be used when the base coordinate
system (i.e. the one used by the application code) is right-handed with the
the x-axis pointing right, y-axis pointing up, and z-axis pointing out of
the screen. This is reexported at the root of projections
as it is the
de-facto standard coordinate system for doing computer graphics programming.
Functions
- Orthographic projection matrix for use with OpenGL.
- Orthographic projection matrix for use with Vulkan.
- Orthographic projection matrix for use with WebGPU or DirectX.
- Perspective projection matrix meant to be used with OpenGL.
- Perspective projection matrix with infinite z-far plane meant to be used with OpenGL.
- Perspective projection matrix with infinite z-far plane meant to be used with Vulkan.
- Perspective projection matrix with infinite z-far plane meant to be used with WebGPU or DirectX.
- Perspective projection matrix with reversed and infinite z-axis meant to be used with Vulkan.
- Perspective projection matrix with reversed and infinite z-axis meant to be used with WebGPU, OpenGL, or DirectX.
- Perspective projection matrix with reversed z-axis meant to be used with Vulkan.
- Perspective projection matrix with reversed z-axis meant to be used with WebGPU, DirectX, or OpenGL.
- Perspective projection matrix meant to be used with Vulkan.
- Perspective projection matrix meant to be used with WebGPU or DirectX.