fglOrtho(3G)

fglOrtho - multiply the current matrix with an orthographic matrix

As shipped in IRIX 6.5.5. Unchanged since IRIX 6.5.

NAME
     fglOrtho - multiply the current matrix with an orthographic matrix


FORTRAN SPECIFICATION
     SUBROUTINE fglOrtho( REAL*4 left,
                          REAL*4 right,
                          REAL*4 bottom,
                          REAL*4 top,
                          REAL*4 near,
                          REAL*4 far )


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, far   Specify the distances to the nearer and farther depth
                 clipping planes.  These values are negative if the plane is
                 to be behind the viewer.

DESCRIPTION
     fglOrtho describes a transformation that produces a parallel projection.
     The current matrix (see fglMatrixMode) is multiplied by this matrix and
     the result replaces the current matrix, as if fglMultMatrix were called
     with the following matrix as its argument:





                      |                                     |
                       __________
                      |                0          0      t  |
                       right-left                         x
                      |                                     |

                      |            __________               |
                           0                      0      t
                      |            top-bottom             y |

                      |                                     |
                                               ________
                      |    0           0                 t  |
                                               far-near   z
                      |                                     |

                      |    0           0          0      1  |

                      |                                     |

     where
                                        __________
                                 t  = -
                                  x     right-left

                                        __________
                                 t  = -
                                  y     top-bottom

                                         ________
                                  t  = -
                                   z     far-near



     Typically, the matrix mode is GL_PROJECTION, and (left, bottom,  -near)
     and (right, top,  -near) specify the points on the near clipping plane
     that are mapped to the lower left and upper right corners of the window,
     respectively, assuming that the eye is located at (0, 0, 0).  -far
     specifies the location of the far clipping plane.  Both near and far can
     be either positive or negative.

     Use fglPushMatrix and fglPopMatrix to save and restore the current matrix
     stack.

ERRORS
     GL_INVALID_OPERATION is generated if fglOrtho is executed between the
     execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGet with argument GL_MATRIX_MODE
     fglGet with argument GL_MODELVIEW_MATRIX
     fglGet with argument GL_PROJECTION_MATRIX
     fglGet with argument GL_TEXTURE_MATRIX


SEE ALSO
     fglFrustum, fglMatrixMode, fglMultMatrix, fglPushMatrix, fglViewport