glFrustum(3)
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:
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{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 ]}
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{A ~=~ {"right" ~+~ "left"} over {"right" ~-~ "left"}}
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{B ~=~ {"top" ~+~ "bottom"} over {"top" ~-~ "bottom"}}
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{C ~=~ -{{"far_val" ~+~ "near_val"} over {"far_val" ~-~ "near_val"}}}
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{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 cor-
ners 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)
GLFRUSTUM(3G)
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