2121 float nearZ,
2222 mat4 dest)
2323 CGLM_INLINE void glm_perspective_default_lh_zo(float aspect, mat4 dest)
24+ CGLM_INLINE void glm_perspective_default_infinite_lh_zo(float aspect, mat4 dest)
2425 CGLM_INLINE void glm_perspective_resize_lh_zo(float aspect, mat4 proj)
2526 CGLM_INLINE void glm_persp_move_far_lh_zo(mat4 proj,
2627 float deltaFar)
@@ -177,7 +178,7 @@ glm_persp_move_far_lh_zo(mat4 proj, float deltaFar) {
177178
178179/*!
179180 * @brief set up perspective projection matrix with default near/far
180- * and angle values with a left-hand coordinate system and a
181+ * and angle values with a left-hand coordinate system and a
181182 * clip-space of [0, 1].
182183 *
183184 * @param[in] aspect aspect ratio ( width / height )
@@ -189,6 +190,20 @@ glm_perspective_default_lh_zo(float aspect, mat4 dest) {
189190 glm_perspective_lh_zo (GLM_PI_4f , aspect , 0.01f , 100.0f , dest );
190191}
191192
193+ /*!
194+ * @brief set up infinite perspective projection matrix with default near
195+ * and angle values with a left-hand coordinate system and a
196+ * clip-space of [0, 1].
197+ *
198+ * @param[in] aspect aspect ratio ( width / height )
199+ * @param[out] dest result matrix
200+ */
201+ CGLM_INLINE
202+ void
203+ glm_perspective_default_infinite_lh_zo (float aspect , mat4 dest ) {
204+ glm_perspective_infinite_lh_zo (GLM_PI_4f , aspect , 0.01f , dest );
205+ }
206+
192207/*!
193208 * @brief resize perspective matrix by aspect ratio ( width / height )
194209 * this makes very easy to resize proj matrix when window /viewport
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