[−][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_gl | Orthographic projection matrix for use with OpenGL. |
orthographic_vk | Orthographic projection matrix for use with Vulkan. |
orthographic_wgpu_dx | Orthographic projection matrix for use with WebGPU or DirectX. |
perspective_gl | Perspective projection matrix meant to be used with OpenGL. |
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_infinite_z_wgpu_dx | Perspective projection matrix with infinite z-far plane meant to be used with WebGPU or DirectX. |
perspective_reversed_infinite_z_vk | Perspective projection matrix with reversed and infinite z-axis meant to be used with Vulkan. |
perspective_reversed_infinite_z_wgpu_dx_gl | Perspective projection matrix with reversed and infinite z-axis meant to be used with WebGPU, OpenGL, or DirectX. |
perspective_reversed_z_vk | Perspective projection matrix with reversed z-axis meant to be used with Vulkan. |
perspective_reversed_z_wgpu_dx_gl | Perspective projection matrix with reversed z-axis meant to be used with WebGPU, DirectX, or OpenGL. |
perspective_vk | Perspective projection matrix meant to be used with Vulkan. |
perspective_wgpu_dx | Perspective projection matrix meant to be used with WebGPU or DirectX. |