May I suggest you look at how OpenGL sets up the projection matrix. This is 
what OSG uses. gluPerspective is the routine that uses fovy and aspect to set 
up the projection matrix;

It may be more intuitive for you to use the setProjectionMatrixAsFrustum() 
method in OSG to establish the projection matrix. For example, you could set 
things up as follows given vertical and horizontal fovs...

double left = tan(osg::DegreesToRad(fov_left)) * near;
double right = tan(osg::DegreesToRad(fov_right)) * near;
double bottom = tan(osg::DegreesToRad(fov_bot)) * near;
double top = tan(osg::DegreesToRad(fov_top)) * near;
view->getCamera()->setProjectionMatrixAsFrustum(left, right, bottom, top, near, 
far);

where "near" and "far" are the frustum near and far clipping planes.

-Shayne

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Sümeyra Söyler
Sent: Wednesday, January 12, 2011 8:36 AM
To: [email protected]
Subject: [osg-users] PERSPECTIVE -->FIELD OF VIEW

Hi,

I have been looked the perspective projection.But,I dont understood some value 
in there.Pls help me...Can I change fovy with fovx.Is there a value like 
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is 
Aspect that I could not understand exactly what it mean


Thank you!

Cheers,
Sümeyra :'

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