glFrustum(3G)
glFrustum - multiply the current matrix by a perspective matrix
As shipped in IRIX 6.5.7. Unchanged since IRIX 6.5.
NAME glFrustum - multiply the current matrix by a perspective matrix C SPECIFICATION void glFrustum( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble 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 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: | A 0 C 0 | | | 0 B D 0 | | | 0 0 E F | | | 0 0 -1 0 | | A = (2*near) / (right-left) B = (2*near) / (top-bottom) C = (right+left) / (right-left) D = (top+bottom) / (top-bottom) E = -(far+near) / (far-near) F = -(2*far*near) / (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, assuming that the eye is located at (0, 0, 0). -far specifies the location of the far clipping plane. Both near and far 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 and far. The greater the ratio of far to near is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. If r = far / near roughly log (r) bits of depth buffer precision are lost. Because r 2 approaches infinity as near approaches 0, near must never be set to 0. ERRORS GL_INVALID_VALUE is generated if near or far is not positive. 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 SEE ALSO glOrtho, glMatrixMode, glMultMatrix, glPushMatrix, glViewport