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#### 4.12.2.3 Perspective Correction

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:

> x = (F * Vc.x) / Vc.z
> y = (F * Vc.y) / Vc.z

x and y are then the 2-dimensional coordinates corresponding to the 3D vertex. We will call this 2D vector Vs.

F is some factor needed to get a correct Field of Vision (FOV). Crystal Space currently uses the height of the display (in pixels) for this.

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