projection << (1 / tan(eye_fov/2 * MY_PI / 180) / aspect_ratio), 0, 0, 0, 0, (1 / tan(eye_fov/2 * MY_PI / 180)), 0, 0, 0, 0, -(zFar + zNear) / (zFar – zNear), (-2 * zFar * zNear) / (zFar – zNear), 0, 0, -1, 0;
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This reply was modified 2 years ago by DSX.