In Opengl perspective projection , can NearPlane distance be calculated out by FOV?

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When FOV and distance are certain FarPlane's radius can be calculated out by tan . As we all know the final cramped value is between -1 and 1 , so according to radius/1 = far_distance/near_distance , the near_distance is easy to get . No . We can even straightly get it via 1/tan . So why it's necessary in glm::perspective to provide a nearplane distance ? What if the input nearplane distance is less or more than the calculated technical distance ?

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