This relates to the method:
public static mat4 Perspective(float fovy, float aspect, float zNear, float zFar) in the mat4 struct.
line:
var m = Identity;
should be:
var m = Zero;
otherwise perspective shifts the eye some distance back, at least the result seems like that when applied in the simple scene where world distance unit (1) occupied 1/5 of a window size.
Note: mat4.PerspectiveFov() method lacks this bug
This relates to the method: public static mat4 Perspective(float fovy, float aspect, float zNear, float zFar) in the mat4 struct. line:
var m = Identity;
should be:var m = Zero;
otherwise perspective shifts the eye some distance back, at least the result seems like that when applied in the simple scene where world distance unit (1) occupied 1/5 of a window size. Note:mat4.PerspectiveFov()
method lacks this bug