Assets/EasyAR/Scripts/csapi.cs
///<summary>
///Calculates the perspective projection matrix needed by virtual object rendering. The projection transforms points from camera coordinate system to clip coordinate system ([-1, 1]^4). The form of perspective 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 perspective projection matrix needed by virtual object rendering. The projection transforms points from camera coordinate system to clip coordinate system ([-1, 1]^4). The form of perspective 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 perspective projection matrix needed by virtual object rendering . The projection transforms points from camera coordinate system to clip coordinate system ( [ - 1 1 ] ^4 ) . The form of perspective 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 projection(float nearPlane, float farPlane, float viewportAspectRatio, int screenRotation, bool combiningFlip, bool manualHorizontalFlip)
        {
            using (var ar = new Detail.AutoRelease())
            {
                var _return_value_ = Detail.easyar_CameraParameters_projection(cdata, nearPlane, farPlane, viewportAspectRatio, screenRotation, combiningFlip, manualHorizontalFlip);
                return _return_value_;
            }
        }
public virtual Matrix44F projection ( float nearPlane , float farPlane , float viewportAspectRatio , int screenRotation , bool combiningFlip , bool manualHorizontalFlip ) { using ( var ar = new Detail . AutoRelease ( ) ) { var _return_value_ = Detail . easyar_CameraParameters_projection ( cdata , nearPlane , farPlane , viewportAspectRatio , screenRotation , combiningFlip , manualHorizontalFlip ) ; return _return_value_ ; } }
Calculates the perspective projection matrix needed by virtual object rendering.
Calculates the perspective projection matrix needed by virtual object rendering .
nearPlane
float
farPlane
float
viewportAspectRatio
float
screenRotation
int
combiningFlip
bool
manualHorizontalFlip
bool