|  | Matrix44DCreatePerspectiveOffCenter Method | 
            Creates a customized, right-handed, perspective projection matrix. (Only available in the 
            XNA-compatible build.)
            
 
Namespace: DigitalRune.Mathematics.AlgebraAssembly: DigitalRune.Mathematics (in DigitalRune.Mathematics.dll) Version: 1.14.0.0 (1.14.0.14427)
 Syntax
Syntaxpublic static Matrix44D CreatePerspectiveOffCenter(
	double left,
	double right,
	double bottom,
	double top,
	double zNear,
	double zFar
)
Public Shared Function CreatePerspectiveOffCenter ( 
	left As Double,
	right As Double,
	bottom As Double,
	top As Double,
	zNear As Double,
	zFar As Double
) As Matrix44D
public:
static Matrix44D CreatePerspectiveOffCenter(
	double left, 
	double right, 
	double bottom, 
	double top, 
	double zNear, 
	double zFar
)
static member CreatePerspectiveOffCenter : 
        left : float * 
        right : float * 
        bottom : float * 
        top : float * 
        zNear : float * 
        zFar : float -> Matrix44D 
Parameters
- left
- Type: SystemDouble
 The minimum x-value of the view volume at the near view plane.
- right
- Type: SystemDouble
 The maximum x-value of the view volume at the near view plane.
- bottom
- Type: SystemDouble
 The minimum y-value of the view volume at the near view plane.
- top
- Type: SystemDouble
 The maximum y-value of the view volume at the near view plane.
- zNear
- Type: SystemDouble
 The minimum z-value of the view volume. (Distance of the near view plane.)
- zFar
- Type: SystemDouble
 The maximum z-value of the view volume. (Distance of the far view plane.)
Return Value
Type: 
Matrix44D
            The customized, right-handed, perspective projection matrix.
            
 Exceptions
Exceptions Remarks
Remarks
            This method is available only in the XNA-compatible build of the 
            DigitalRune.Mathematics.dll.
            
            In contrast to all preceding coordinate spaces (model space, world space, view space) the
            projection space is left-handed! This is necessary because DirectX uses a left-handed
            clip space.
            
            In the projection space the x and y-coordinates range from −1 to 1, and the z-coordinates
            range from 0 (near) to 1 (far).
            
Infinite Projections:
zFar can be set to PositiveInfinity to create an
            infinite projection where the far clip plane is at infinity.
            
 See Also
See Also