dist/axis3d.js
/**
 * Generates a perspective projection matrix with the given bounds
 *
 * @param {mat4} out mat4 frustum matrix will be written into
 * @param {number} fovy Vertical field of view in radians
 * @param {number} aspect Aspect ratio. typically viewport width/height
 * @param {number} near Near bound of the frustum
 * @param {number} far Far bound of the frustum
 * @returns {mat4} out
 */
Generates a perspective projection matrix with the given bounds
@param {mat4} out mat4 frustum matrix will be written into
@param {number} fovy Vertical field of view in radians
@param {number} aspect Aspect ratio. typically viewport width/height
@param {number} near Near bound of the frustum
@param {number} far Far bound of the frustum
@returns {mat4} out
Generates a perspective projection matrix with the given bounds @param { mat4 } out mat4 frustum matrix will be written into @param { number } fovy Vertical field of view in radians @param { number } aspect Aspect ratio . typically viewport width / height @param { number } near Near bound of the frustum @param { number } far Far bound of the frustum @returns { mat4 } out
function perspective(out, fovy, aspect, near, far) {
    var f = 1.0 / Math.tan(fovy / 2),
        nf = 1 / (near - far);
    out[0] = f / aspect;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = f;
    out[6] = 0;
    out[7] = 0;
    out[8] = 0;
    out[9] = 0;
    out[10] = (far + near) * nf;
    out[11] = -1;
    out[12] = 0;
    out[13] = 0;
    out[14] = 2 * far * near * nf;
    out[15] = 0;
    return out;
}
function perspective ( out , fovy , aspect , near , far ) { var f = 1.0 / Math . tan ( fovy / 2 ) , nf = 1 / ( near - far ) ; out [ 0 ] = f / aspect ; out [ 1 ] = 0 ; out [ 2 ] = 0 ; out [ 3 ] = 0 ; out [ 4 ] = 0 ; out [ 5 ] = f ; out [ 6 ] = 0 ; out [ 7 ] = 0 ; out [ 8 ] = 0 ; out [ 9 ] = 0 ; out [ 10 ] = ( far + near ) * nf ; out [ 11 ] = - 1 ; out [ 12 ] = 0 ; out [ 13 ] = 0 ; out [ 14 ] = 2 * far * near * nf ; out [ 15 ] = 0 ; return out ; }
Generates a perspective projection matrix with the given bounds
 @param {mat4} out mat4 frustum matrix will be written into
 @param {number} fovy Vertical field of view in radians
 @param {number} aspect Aspect ratio.
Generates a perspective projection matrix with the given bounds @param { mat4 } out mat4 frustum matrix will be written into @param { number } fovy Vertical field of view in radians @param { number } aspect Aspect ratio .