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vectors

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cjay
cjay commented Feb 27, 2020

In Numeric.Matrix: perspective and orthogonal currently follow OpenGL conventions. They require negative near and far values, otherwise they produce bogus Z values and messed up signs. The haddock comment on perspective states "Near plane clipping distance (always positive)" which is wrong. I suppose the OpenGL convention sees them as z-coordinates of the planes in screen space instead o

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