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        glScale,  glScaled, glScalef - multiply the current matrix
       by a general scaling matrix
       void glScaled(
               GLdouble x,
               GLdouble y,
               GLdouble z ); void glScalef(
               GLfloat x,
               GLfloat y,
               GLfloat z );
       Specify scale factors along the x, y, and z axes,  respectively.
        glScale()  produces  a  nonuniform scaling along the x, y,
       and z axes. The  three  parameters  indicate  the  desired
       scale factor along each of the three axes.
       The  current  matrix (see glMatrixMode()) is multiplied by
       this scale matrix, and the product  replaces  the  current
       matrix  as  if  glScale()  were  called with the following
       matrix as its argument: x 0 0 0 0 y 0 0 0 0 z 0 0 0 0 1
       If the matrix mode is either  GL_MODELVIEW  or  GL_PROJECTION,
  all  objects  drawn  after  glScale() is called are
       scaled.
       Use glPushMatrix() and glPopMatrix() to save  and  restore
       the unscaled coordinate system.
       If scale factors other than 1 are applied to the modelview
       matrix and lighting is  enabled,  lighting  often  appears
       wrong.  In  that  case,  enable automatic normalization of
       normals by calling glEnable() with the argument GL_NORMALIZE.
       GL_INVALID_OPERATION is generated if glScale() is executed
       between the execution of glBegin() and  the  corresponding
       execution of glEnd().
       glGet() with argument GL_MATRIX_MODE
       glGet() with argument GL_COLOR_MATRIX
       glGet() with argument GL_MODELVIEW_MATRIX
       glGet() with argument GL_PROJECTION_MATRIX
       glGet() with argument GL_TEXTURE_MATRIX
       glMatrixMode(3),  glMultMatrix(3),  glPushMatrix(3), glRotate(3), glTranslate(3)
                                                      glScale(3G)
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