> -1.73205 seems a bit arbitrary. I wonder what the reasoning was behind that 
> decision...

Given:
        - You want the coordinate system to be -1 to +1 in the X direction.
        - You want the FOV to be 60deg.

Look at one half of the viewport --- cast a ray from the camera through the 
origin, then turn left or right --- a right triangle.

tan(theta) = (opposite) / (adjacent)
tan(fov/2) = (1) / (d)
d = 1/tan(fov/2) = 1/tan(60/2) = approx 1.73205




-- 
("for all who would like to know" ;)

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