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, 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:
Notes
Depth buffer precision is affected by the values specified forzNear
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. Ifroughly
zNear
approaches 0, zNear
must never be set to 0.Copyright
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, seehttp://oss.sgi.com/projects/FreeB/.Example of gluPerspective
void reshape(int w, int h){
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 1.0, 30000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}