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Oct 23rd, 2017
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  1. FMatrix FMath::PerspectiveProjectionMatrix(const float fovy, const float aspect, const float znear, const float zfar)
  2. {
  3. FMatrix out = FMatrix::ZeroMatrix;
  4. float f = 1 / tanf((fovy / 2.0f) * DegToRad);
  5.  
  6. out.Set(0, 0, 1 / (aspect * tanf((fovy / 2.0f) * DegToRad)));
  7. out.Set(1, 1, f);
  8. out.Set(2, 2, -((zfar + znear) / (zfar - znear)));
  9. out.Set(3, 2, -1);
  10. out.Set(2, 3, -((2 * zfar * znear) / (zfar - znear)));
  11. out.Set(3, 3, 0);
  12. return (out);
  13. }
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