gluPerspective() gluPerspective()
gluPerspective - set up a perspective projection matrix
void gluPerspective(
GLdouble fovy,
GLdouble aspect,
GLdouble zNear,
GLdouble zFar );
Specifies the field of view angle, in degrees, in the y
direction. 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). Specifies the distance
from the viewer to the near clipping plane (always positive).
Specifies the distance from the viewer to the far
clipping plane (always positive).
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, $ "aspect" = 2.0 $ means
the viewer's angle of view is twice as wide in x as it is
in y. If the viewport is twice as wide as it is tall, it
displays the image without distortion.
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: f = cotangent(fovy / 2)
The generated matrix is f / aspect 0 0
0 0 f 0
0 0 0 zFar+ZNear / zNear-zFar
2*zFar*zNear / zNear - zFar 0 0
-1 0
Depth buffer precision is affected by the values specified
for zNear 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. If r =
zFar / zNear
roughly log[2]r bits of depth buffer precision are lost.
Because r approaches infinity as zNear approaches 0, zNear
must never be set to 0.
glFrustum(3), glLoadIdentity(3), glMultMatrix(3), gluOrtho2D(3)
gluPerspective()
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