Castle Game Engine: CastleRays: Object TProjection

# Object TProjection
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleRays ## Declaration `type TProjection = object(TObject)` ## Description Projection parameters. This is calculated when calling TCastleAbstractViewport.Projection. ## Hierarchy TObject TProjection ## Overview ### Fields
| `ProjectionType: TProjectionType;`
| `PerspectiveAngles: TVector2Single;`
| `OrthoDimensions: TVector4Single;`
| `ProjectionNear: Single;`
| `ProjectionFar: Single;`
| `ProjectionFarFinite: Single;`
## Description ### Fields
| `ProjectionType: TProjectionType;`
Perspective / orthogonal projection properties. When `ProjectionType` = ptPerspective, then PerspectiveAngles specify angles of view (horizontal and vertical), in degrees. When `ProjectionType` = ptOrthographic, then OrthoDimensions specify dimensions of ortho window (in the order: -X, -Y, +X, +Y, just like X3D OrthoViewpoint.fieldOfView).
| `PerspectiveAngles: TVector2Single;`
| `OrthoDimensions: TVector4Single;`
| `ProjectionNear: Single;`
Projection near/far values. Note that ProjectionFar may be ZFarInfinity, which means that no far clipping plane is used. For example, shadow volumes require this. If you really need to know "what would be projection far, if it could not be infinite" look at ProjectionFarFinite. ProjectionFarFinite is calculated just like ProjectionFar (looking at scene size, NavigationInfo.visibilityLimit and such), except it's never changed to be ZFarInfinity.
| `ProjectionFar: Single;`
| `ProjectionFarFinite: Single;`
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