4.1.6 Set the View and Projection Matrices
in main.cpp
Create View and Projection matrix
in the main function after initShader()
initShader( "shaders/colour.vert", "shaders/colour.frag");
// you are expected to add lines similar to the two lines to create the view and projection matrix
// set the eye at (0, 0, 5), looking at the centre of the world
// try to change the eye position
matView = glm::lookAt(glm::vec3(0, 0, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
// set the Y field of view angle to 60 degrees, width/height ratio to 1.0, and a near plane of 3.5, far plane of 6.5
// try to play with the FoV
matProj = glm::perspective(glm::radians(60.0f), 1.0f, 3.5f, 6.5f);
Choosing FoVs

Source: https://www.thephotovideoguy.com/blog/focal-length-and-angle-of-view
Call draw() with view and projection matrix
in the main loop, revise the calling of scene->draw() to add the view and projection matrix.
If you have implemented the scene graph, you are going to call the draw() of a root Node object, otherwise you are going to call the draw() of a Mesh object.
Result
Note the change of the teapot compared to the previous orthographics projection.

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