XMMatrixPerspectiveRH function (directxmath.h)
Builds a right-handed perspective projection matrix.
Syntax
XMMATRIX XM_CALLCONV XMMatrixPerspectiveRH(
[in] float ViewWidth,
[in] float ViewHeight,
[in] float NearZ,
[in] float FarZ
) noexcept;
Parameters
[in] ViewWidth
Width of the frustum at the near clipping plane.
[in] ViewHeight
Height of the frustum at the near clipping plane.
[in] NearZ
Distance to the near clipping plane. Must be greater than zero.
[in] FarZ
Distance to the far clipping plane. Must be greater than zero.
Return value
Returns the perspective projection matrix.
Remarks
For typical usage, NearZ is less than FarZ. However, if you flip these values so FarZ is less than NearZ, the result is an inverted z buffer (also known as a "reverse z buffer") which can provide increased floating-point precision.
NearZ and FarZ cannot be the same value and must be greater than 0.
Platform Requirements
Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | directxmath.h |