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Aug 2, 2019 at 8:17 comment added Tare Well spotted. I fixed it
Aug 2, 2019 at 8:17 history edited Tare CC BY-SA 4.0
fixed a typo in a formula
Aug 2, 2019 at 3:20 comment added Meowmere \frac{p_x}{d} = \frac{v_x}{v_x} \implies p_x = \frac{v_x\cdot d}{v_z} = \frac{v_x}{v_x \cdot \tan(\frac{\alpha}{2})}. Probably you mean \frac{v_x}{v_z}?
Sep 1, 2018 at 14:56 comment added Doug Voss I did a more in depth derivation of the perspective projection matrix here: dovo329.github.io/DeriveOpenGLPerspectiveProjectionMatrix
Feb 15, 2018 at 17:22 vote accept Manh Nguyen Huu
Feb 15, 2018 at 8:04 comment added Tare Although I guess it's possible, there is no matrix multiplication that I know of that does this. I also don't see the reason why you would want to add another multiplication, that achieves nothing else than the single matrix but adds an overhead of calculations?
Feb 14, 2018 at 15:32 comment added Manh Nguyen Huu Thank you very much, I understand more thoroughly now. 1 question though, so the third row, mapping [-1, 1], aren't there any matrices multiplication that can get to that row? What I mean is a combination of scaling, translating, shearing, etc
Feb 14, 2018 at 10:24 comment added Tare I have added the complete derivation of a simpler version, plus the explanation on the differences to the matrix you wanted to achieve. hope that helps.
Feb 14, 2018 at 10:23 history edited Tare CC BY-SA 3.0
Added the complete derivation of the projection matrix
Feb 13, 2018 at 22:17 comment added Manh Nguyen Huu I'm not sure how can I derive this projection matrix. Can you explain it more clearly?
Feb 13, 2018 at 7:57 history answered Tare CC BY-SA 3.0