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<h4 class="subsubsection"> 4.12.3.3 Perspective Correction </h4>

<p>Objects in camera space are still 3D and thus not suited for immediate display
on a 2-dimensional screen.  Therefore you still need to do perspective
correction as follows:
</p>
<blockquote><p><em>x = (F * Vc.x) / Vc.z</em><br>
<em>y = (F * Vc.y) / Vc.z</em>
</p></blockquote>


<p><em>x</em> and <em>y</em> are then the 2-dimensional coordinates corresponding to
the 3D vertex.  We will call this 2D vector <em>Vs</em>.
</p>
<p><em>F</em> is some factor needed to get a correct <em>Field of Vision</em>
(<small>FOV</small>).  Crystal Space currently uses the height of the display (in
pixels) for this.
</p>
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