Assets/EasyAR/Scripts/csapi.cs
///<summary>
///Calculates the orthogonal projection matrix needed by camera background rendering. The projection transforms points from image quad coordinate system ([-1, 1]^2) to clip coordinate system ([-1, 1]^4), with the undefined two dimensions unchanged. The form of orthogonal projection matrix is the same as OpenGL, that matrix multiply column vector of homogeneous coordinates of point on the right, ant not like Direct3D, that matrix multiply row vector of homogeneous coordinates of point on the left. But data arrangement is row-major, not like OpenGL's column-major. Clip coordinate system and normalized device coordinate system are defined as the same as OpenGL's default.
///</summary>
Calculates the orthogonal projection matrix needed by camera background rendering. The projection transforms points from image quad coordinate system ([-1, 1]^2) to clip coordinate system ([-1, 1]^4), with the undefined two dimensions unchanged. The form of orthogonal projection matrix is the same as OpenGL, that matrix multiply column vector of homogeneous coordinates of point on the right, ant not like Direct3D, that matrix multiply row vector of homogeneous coordinates of point on the left. But data arrangement is row-major, not like OpenGL's column-major. Clip coordinate system and normalized device coordinate system are defined as the same as OpenGL's default.
Calculates the orthogonal projection matrix needed by camera background rendering . The projection transforms points from image quad coordinate system ( [ - 1 1 ] ^2 ) to clip coordinate system ( [ - 1 1 ] ^4 ) with the undefined two dimensions unchanged . The form of orthogonal projection matrix is the same as OpenGL that matrix multiply column vector of homogeneous coordinates of point on the right ant not like Direct3D that matrix multiply row vector of homogeneous coordinates of point on the left . But data arrangement is row - major not like OpenGL ' s column - major . Clip coordinate system and normalized device coordinate system are defined as the same as OpenGL ' s default .
public virtual Matrix44F imageProjection(float viewportAspectRatio, int screenRotation, bool combiningFlip, bool manualHorizontalFlip)
        {
            using (var ar = new Detail.AutoRelease())
            {
                var _return_value_ = Detail.easyar_CameraParameters_imageProjection(cdata, viewportAspectRatio, screenRotation, combiningFlip, manualHorizontalFlip);
                return _return_value_;
            }
        }
public virtual Matrix44F imageProjection ( float viewportAspectRatio , int screenRotation , bool combiningFlip , bool manualHorizontalFlip ) { using ( var ar = new Detail . AutoRelease ( ) ) { var _return_value_ = Detail . easyar_CameraParameters_imageProjection ( cdata , viewportAspectRatio , screenRotation , combiningFlip , manualHorizontalFlip ) ; return _return_value_ ; } }
Calculates the orthogonal projection matrix needed by camera background rendering.
Calculates the orthogonal projection matrix needed by camera background rendering .
viewportAspectRatio
float
screenRotation
int
combiningFlip
bool
manualHorizontalFlip
bool