Builds a left-handed perspective projection matrix.
XMMATRIX XM_CALLCONV XMMatrixPerspectiveLH( float ViewWidth, float ViewHeight, float NearZ, float FarZ );
Width of the frustum at the near clipping plane.
Height of the frustum at the near clipping plane.
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.