i dont understand the perspective projection
im learning opengl from an online book
and i dont understand what the authors means from this headline "The Perspective Divide"
untill this one "Equation 4.2. Depth Computation" (including it)
this is the book
w*w*w.arcsynthesi*s.org/gltut/Positioning/Tut04%20Perspective%20Projection.ht*ml (remove *s)
I would appriciate if someone could help me understand it
What don't you understand? Perspective? Homogeneous coordinates? gluPerspective()?
the link i gave you my main problem is to understand the text under the title "Camera Perspective" until the code of the vertex shader
Originally Posted by GClements
I really dont understand why he did what he did I just dont understand what he explained and why he did the stuff he did maybe you could help me understand it