Good day. I found this source: http://gamesmaker.ru/programming/directx/virtualnaya-kamera-perspektivnaya-proekciya/ information on how to set the perspective projection matrix for field of vision Y, the near and far boundaries of the review. This is all of course wonderful, but I just can’t figure out how to extract the width of the plane on which the objects are projected from these arguments? I work with WebGL and use a perspective projection matrix in the shader, but I just don’t understand how wide the plane is.
Personally, my problem is that when I clicked on the screen, I need to understand at what point (globally) the click was made. Of course, I can find the percentage from the center of the screen as a percentage, but I don’t know by what value to multiply further, because I don’t know the width of the projection plane. And is it necessary to take the depth of projection for this? I apologize in advance for a poorly worded question, I hope for your help, thank you.