[][src]Module ultraviolet::projection::rh_yup

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_dx

Orthographic projection matrix for use with DirectX.

orthographic_gl

Orthographic projection matrix for use with OpenGL.

orthographic_vk

Orthographic projection matrix for use with Vulkan.

perspective_dx

Perspective projection matrix meant to be used with DirectX.

perspective_gl

Perspective projection matrix meant to be used with OpenGL.

perspective_infinite_z_dx

Perspective projection matrix with infinite z-far plane meant to be used with DirectX.

perspective_infinite_z_gl

Perspective projection matrix with infinite z-far plane meant to be used with OpenGL.

perspective_infinite_z_vk

Perspective projection matrix with infinite z-far plane meant to be used with Vulkan.

perspective_reversed_infinite_z_dx_gl

Perspective projection matrix with reversed and infinite z-axis meant to be used with OpenGL or DirectX.

perspective_reversed_infinite_z_vk

Perspective projection matrix with reversed and infinite z-axis meant to be used with Vulkan.

perspective_reversed_z_dx_gl

Perspective projection matrix with reversed z-axis meant to be used with DirectX or OpenGL.

perspective_reversed_z_vk

Perspective projection matrix with reversed z-axis meant to be used with Vulkan.

perspective_vk

Perspective projection matrix meant to be used with Vulkan.