### Method

# Cogl Framebuffer perspective

#### Declaration [src]

    void
    cogl_framebuffer_perspective (
      CoglFramebuffer* framebuffer,
      float fov_y,
      float aspect,
      float z_near,
      float z_far
    )

#### Description [src]

Replaces the current projection matrix with a perspective matrix based on the provided values.

You should be careful not to have to great a `z_far` / `z_near` ratio since that will reduce the effectiveness of depth testing since there won’t be enough precision to identify the depth of objects near to each other.

#### Parameters

`fov_y`

  Type: `float`

  Vertical field of view angle in degrees.

`aspect`

  Type: `float`

  The (width over height) aspect ratio for display.

`z_near`

  Type: `float`

  The distance to the near clipping plane (Must be positive, and must not be 0)

`z_far`

  Type: `float`

  The distance to the far clipping plane (Must be positive)