code: public Matrix4d setPerspectiveRect(double width, double height, double zNear, double zFar) {
          return setPerspectiveRect(width, height, zNear, zFar, false);
      }
docs: Set this matrix to be a symmetric perspective projection frustum transformation for a right-handed coordinate system
  using OpenGL's NDC z range of <code>[-1..+1]</code>.
  <p>
  In order to apply the perspective projection transformation to an existing transformation,
  use {@link #perspectiveRect(double, double, double, double) perspectiveRect()}.
  
  @see #perspectiveRect(double, double, double, double)
  
  @param width
  the width of the near frustum plane
  @param height
  the height of the near frustum plane
  @param zNear
  near clipping plane distance. If the special value {@link Float#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity.
  In that case, <code>zFar</code> may not also be {@link Float#POSITIVE_INFINITY}.
  @param zFar
  far clipping plane distance. If the special value {@link Float#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity.
  In that case, <code>zNear</code> may not also be {@link Float#POSITIVE_INFINITY}.
  @return this