When working with openGL perspectives I am not quite sure how to compute the fovx from the fovy. I read different things in different places and in I don’t get the right behavior by using either method that I found. So can someone please tell me, given the fovy of the camera and the aspect ratio, how to I calculate the fovx of the camera? If any other data is needed that is fine just let me know what I need. Thank you so much in advance!
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Correct:
Wrong, especially for large aspects, see @gman’s comments below:
Test:
For “reasonable” fovs/aspects, simple method is “reasonably” near the truth, but if you have extreme aspects you will get fovx > 180 degrees, which you don’t want.