- float h = tan(fov/2)*2*clip_near;
-
- matrix_mode(PROJECTION);
- load_identity();
- frustum_centered(h*aspect, h, clip_near, clip_far);
-
- matrix_mode(MODELVIEW);
- load_matrix(matrix);
+ MatrixStack::projection() = Matrix::perspective(fov, aspect, clip_near, clip_far);
+ MatrixStack::modelview() = matrix;