public Matrix4 Projection() { float aspect = (float)Viewport.Width / Viewport.Height; if (float.IsInfinity(aspect) || aspect < 0) { aspect = 1f; } if (Near == 0f) { Near = 0.01f; } if (Far == 0f) { Far = 1000f; } return(Matrix4.CreatePerspectiveFieldOfView(GLHelper.DegRad(FieldOfView), aspect, Near, Far)); }