glFrustum man page on OpenBSD

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GLFRUSTUM(3G)							 GLFRUSTUM(3G)

NAME
       glFrustum - multiply the current matrix by a perspective matrix

C SPECIFICATION
       void glFrustum( GLdouble left,
	    GLdouble right,
	    GLdouble bottom,
	    GLdouble top,
	    GLdouble near_val,
	    GLdouble far_val )

       delim $$

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.

       near_val, far_val
	      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:

       down 150 {left [ ~~~ { down 165 matrix {
	  ccol { {{2 ~ "near_val"} over {"right" ~-~ "left"}} above 0 above 0
       above 0 }
	  ccol { 0 above {{2 ~ "near_val"} over {"top" ~-~ "bottom"}} ~ above
       0 above 0 }
	  ccol { A ~~~~ above B ~~~~ above C ~~~~ above -1 ~~~~}
	  ccol { 0 above 0 above D above 0} }} ~~~ right ]}

       down 130 {A ~=~ {"right" ~+~ "left"} over {"right" ~-~ "left"}}

       down 130 {B ~=~ {"top" ~+~ "bottom"} over {"top" ~-~ "bottom"}}

       down 130 {C ~=~ -{{"far_val" ~+~ "near_val"} over {"far_val" ~-~
       "near_val"}}}

       down 130 {D ~=~ -^{{2 ~ "far_val" ~ "near_val"} over {"far_val" ~-~
       "near_val"}}}

       Typically, the matrix mode is GL_PROJECTION, and (left, bottom,
       -near_val) and (right, top,  -near_val) 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).
       -far_val specifies the location of the far clipping plane.  Both
       near_val and far_val 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 near_val
       and far_val.  The greater the ratio of far_val to near_val is, the less
       effective the depth buffer will be at distinguishing between surfaces
       that are near each other.  If

       $r ~=~ "far_val" over "near_val"$

       roughly $log sub 2 (r)$ bits of depth buffer precision are lost.
       Because $r$ approaches infinity as near_val approaches 0, near_val must
       never be set to 0.

ERRORS
       GL_INVALID_VALUE is generated if near_val or far_val 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(3G), glMatrixMode(3G), glMultMatrix(3G), glPushMatrix(3G),
       glViewport(3G)

								 March 1, 2011
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