gluPerspective man page on DigitalUNIX

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gluPerspective()					      gluPerspective()

NAME
       gluPerspective - set up a perspective projection matrix

SYNOPSIS
       void gluPerspective(
	       GLdouble fovy,
	       GLdouble aspect,
	       GLdouble zNear,
	       GLdouble zFar );

PARAMETERS
       Specifies  the  field  of  view	angle, in degrees, in the y direction.
       Specifies the aspect ratio that determines the field of view in	the  x
       direction.  The	aspect	ratio is the ratio of x (width) to y (height).
       Specifies the distance from the	viewer	to  the	 near  clipping	 plane
       (always	positive).   Specifies the distance from the viewer to the far
       clipping plane (always positive).

DESCRIPTION
       gluPerspective() specifies a viewing frustum into the world  coordinate
       system.	In  general, the aspect ratio in gluPerspective() should match
       the aspect ratio of the associated viewport. For example, $ "aspect"  =
       2.0  $  means the viewer's angle of view is twice as wide in x as it is
       in y.  If the viewport is twice as wide as it is tall, it displays  the
       image without distortion.

       The  matrix  generated  by gluPerspective() is multipled by the current
       matrix, just as	if  glMultMatrix()  were  called  with	the  generated
       matrix.	To  load  the perspective matrix onto the current matrix stack
       instead, precede the call to gluPerspective() with a call  to  glLoadIā€
       dentity().

       Given f defined as follows: f = cotangent(fovy / 2)

       The   generated	 matrix	  is   f   /   aspect		 0	     0
       0  0		       f	   0				  0  0
       0	   zFar+ZNear / zNear-zFar	 2*zFar*zNear / zNear - zFar 0
       0	 -1				0

NOTES
       Depth 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.

SEE ALSO
       glFrustum(3), glLoadIdentity(3), glMultMatrix(3), gluOrtho2D(3)

							      gluPerspective()
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