DragonFly On-Line Manual Pages
GLUPERSPECTIVE() GLUPERSPECTIVE()
NAME
gluPerspective - set up a perspective projection matrix
C SPECIFICATION
void gluPerspective( GLdouble fovy,
GLdouble aspect,
GLdouble zNear,
GLdouble zFar )
PARAMETERS
fovy Specifies the field of view angle, in degrees, in the y
direction.
aspect 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).
zNear Specifies the distance from the viewer to the near clipping
plane (always positive).
zFar 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 glLoadIdentity.
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))(-1)) (0 0 ((2 * zFar * zNear)/(zNear - zFar)) 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, glLoadIdentity, glMultMatrix, gluOrtho2D
GLUPERSPECTIVE()