glFrustum(3G) glFrustum(3G)[top]NAMEglFrustum- multiply the current matrix by a perspective matrixSYNOPSISvoid glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar );PARAMETERSSpecify the coordinates for the left and right vertical clipping planes. Specify the coordinates for the bottom and top horizontal clipping planes. Specify the distances to the near and far depth clip‐ ping planes. Both distances must be positive.DESCRIPTIONglFrustum() describes a perspective matrix that produces a perspective projection. The current matrix (see glMatrixMode()) is multiplied by this matrix and the result replaces the current matrix, as if glMultMa‐ trix() were called with the following matrix as its argument: {2 zNear} / {right - left} 0 A 0 0 {2 zNear} / {top - bottom} B 0 0 0 C D 0 00 A = {right + left} / {right - left} B = {top + bottom} / {top - bottom} C = -{zFar + zNear} / {zFar - zNear} D = -{2 zFar zNear} / {zFar - zNear} Typically, the matrix mode is GL_PROJECTION, and (left, bottom, -zNear) and (right, top, -zNear) specify the points on the near clipping plane that are mapped to the lower left and upper right corners of the win‐ dow, assuming that the eye is located at (0, 0, 0).-1specifies the location of the far clipping plane. Both zNear and zFar must be posi‐ tive. Use glPushMatrix() and glPopMatrix() to save and restore the current matrix stack.-zFarNOTESDepth buffer precision is affected by the values specified for zNear and zFar. The greater the ratio of zFar to zNear is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. If r = zFar / zNear roughly log[2] (r) bits of depth buffer precision are lost. Because r approaches infinity as zNear approaches 0, zNear must never be set to 0.ERRORSGL_INVALID_VALUE is generated if zNear or zFar is not positive, or if left = right, or bottom = top. GL_INVALID_OPERATION is generated if glFrustum() is executed between the execution of glBegin() and the corresponding execution of glEnd().ASSOCIATED GETSglGet() with argument GL_MATRIX_MODE glGet() with argument GL_MODELVIEW_MATRIX glGet() with argument GL_PROJECTION_MATRIX glGet() with argument GL_TEXTURE_MATRIX glGet() with argument GL_COLOR_MATRIXSEE ALSOglOrtho(3), glMatrixMode(3), glMultMatrix(3), glPushMatrix(3), glView‐ port(3) glFrustum(3G)

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