How to compute frustum's projectionMatrix when logarithmicDepthBuffer is enabled?

1. A concise explanation of the problem you’re experiencing.

Hi, I am encountering an strange issue which confused me, when I getting the scene.camera.frustum.projectionMatrix with the logarithmicDepthBuffer is enabled, the matrix will not change as the camera move around, while if I disable the log depth option, it will change as the camera changes.Could someone help me to figure it out the differences?

QQ图片20181211231315.png

QQ图片20181211231310.png

I’m not sure off the top of my head why that would be. Although a quick glance through the source code makes me feel like there shouldn’t be a difference there. The biggest difference I think is that when log depth is off, Cesium uses multiple frustums to make sure things are accurate for very near and very far objects. Here’s an article about it:

Yes, I’ve read this article, this is a confusing issue

在 2018年12月13日星期四 UTC+8上午12:13:26,Omar Shehata写道:

I’m curious, what are you doing that requires you to compute the camera’s projection matrix?