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| Frustum::ViewProjMatrixSyntaxfloat4x4 Frustum::ViewProjMatrix() const; [1 line of code]Computes the matrix that transforms from the world (global) space to the projection space of this Frustum. The matrix computed by this function is simply the concatenation ProjectionMatrix()*ViewMatrix(). This order of concatenation follows the M*v convention of transforming vectors (as opposed to the v*M convention). This multiplication order is used, since the matrices ProjectionMatrix() and ViewMatrix() also follow the M*v convention. Return ValueA matrix that performs the world->view->proj transformation. This matrix is neither invertible or orthonormal. The returned matrix is built to use the convention Matrix * vector to map a point between these spaces. (as opposed to the convention v*M). See Also |