changeset 2187:38fdf8162e78

Fix to RT-26887: Are perspective matrices right or left-handed? (TODO cleanup). Approved by Kevin
author Chien Yang <chien.yang@orcale.com>
date Tue, 08 Jan 2013 13:51:57 -0800
parents 47cab056c6f3
children 7a8bd0b6f190
files javafx-geom/src/com/sun/javafx/geom/transform/GeneralTransform3D.java
diffstat 1 files changed, 2 insertions(+), 7 deletions(-) [+]
line wrap: on
line diff
--- a/javafx-geom/src/com/sun/javafx/geom/transform/GeneralTransform3D.java	Tue Jan 08 09:37:41 2013 -0800
+++ b/javafx-geom/src/com/sun/javafx/geom/transform/GeneralTransform3D.java	Tue Jan 08 13:51:57 2013 -0800
@@ -248,10 +248,8 @@
     /**
      * Sets the value of this transform to a perspective projection transform.
      * This transform maps points from Eye Coordinates (EC)
-     * to Clipping Coordinates (CC).  Note that unlike the similar function
-     * in OpenGL, the clipping coordinates generated by the resulting
-     * transform are in a right-handed coordinate system. Also note that the
-     * field of view is specified in radians.
+     * to Clipping Coordinates (CC).
+     * Note that the field of view is specified in radians.
      *
      * @param fovy specifies the field of view in the y direction, in radians
      *
@@ -280,9 +278,6 @@
 
         mat[0] = cotangent / aspect;
         mat[5] = cotangent;
-        // TODO: resolve whether perspective matrices are right-handed (ala Java 3D)
-        // or left-handed (ala OpenGL). Currently we assume OpenGL-style left-handed
-        // matrices. (RT-26887)
         mat[10] = -(zFar + zNear) / deltaZ;
         mat[11] = -2.0 * zNear * zFar / deltaZ;
         mat[14] = -1.0;