Builds a left-handed perspective projection matrix based on a field of view.
XMMATRIX XM_CALLCONV XMMatrixPerspectiveFovLH( float FovAngleY, float AspectRatio, float NearZ, float FarZ );
Top-down field-of-view angle in radians.
Aspect ratio of view-space X:Y.
Distance to the near clipping plane. Must be greater than zero.
Distance to the far clipping plane. Must be greater than zero.
Returns the perspective projection matrix.
For typical usage, NearZ is less than FarZ. However, if you flip these values so FarZ is less than NearZ, the result is an inverted z buffer which can provide increased floating-point precision. NearZ and FarZ cannot be the same value.