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Home/ Questions/Q 6960823
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T15:27:04+00:00 2026-05-27T15:27:04+00:00

I seem to have the same problem mentioned here (search why are my spheres

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I seem to have the same problem mentioned here (search “why are my spheres distorted when they get near the edge of the window?“, since there is a lot of irrelevant discussion). The solution in that link was drastically decreasing the FOV to 10, which seems to make my scene be quite shallow in the z direction. Somebody else mentioned that the aspect ratio may be off, but I’m not very sure about that:

gluPerspective(60, (GLfloat)width / (GLfloat)height, 1, -200);

Anyways, at an FOV of 60, my scene looks like this:

boo

Changing it to 45 helps, but the spheres still look distorted near the edges. Why is this? Is this distortion inevitable?

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  1. Editorial Team
    Editorial Team
    2026-05-27T15:27:05+00:00Added an answer on May 27, 2026 at 3:27 pm

    Why is this?

    This is the way a affine perspective projection works.

    Is this distortion inevitable?

    In the case of a affine projection yes.

    However using a vertex shader you can implement angle based projections. However those require the geometry to be sufficiently tesselated. Long straigt edges (like those of your background box) must be broken down. A tesselation shader can help. Another way is to render into a cube map 5 quadratic views of 90° FOV, then draw from that cubemap a angular projection.

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