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Index for Section 3G |
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Alphabetical listing for G |
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glFrustum(3G)
NAME
glFrustum - multiply the current matrix by a perspective matrix
SYNOPSIS
void glFrustum(
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar );
PARAMETERS
left, right
Specify the coordinates for the left and right vertical clipping
planes.
bottom, top
Specify the coordinates for the bottom and top horizontal clipping
planes.
zNear, zFar
Specify the distances to the near and far depth clipping planes. Both
distances must be positive.
DESCRIPTION
glFrustum() 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 glMultMatrix()
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 0 -1 0
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 window,
assuming that the eye is located at (0, 0, 0). -zFar specifies the location
of the far clipping plane. Both zNear and zFar must be positive.
Use glPushMatrix() and glPopMatrix() to save and restore the current matrix
stack.
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.
ERRORS
GL_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 GETS
glGet() 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_MATRIX
SEE ALSO
glOrtho(3), glMatrixMode(3), glMultMatrix(3), glPushMatrix(3),
glViewport(3)
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Index for Section 3G |
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Alphabetical listing for G |
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Top of page |
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