perspective() / Reference
// Re-creates the default perspective size(400, 400, P3D); noFill(); float fov = PI/3.0; float cameraZ = (height/2.0) / tan(fov/2.0); perspective(fov, float(width)/float(height), cameraZ/10.0, cameraZ*10.0); translate(200, 200, 0); rotateX(-PI/6); rotateY(PI/3); box(180);
