glFrustum: multiply the current matrix by a perspective matrix.
C Specification |
Parameters |
Description |
Notes |
Errors |
Associated Gets |
See Also
void glFrustum(
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar)
- 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.
- zNear, zFar
- Specify the distances to the near and far depth clipping planes. Both
distances must be positive.
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:
E |
0 |
A |
0 |
0 |
F |
B |
0 |
0 |
0 |
C |
D |
0 |
0 |
1 |
0 |
where:
- A = (right + left) /
(right left)
- B = (top + bottom) /
(top bottom)
- C = (far + near) /
(far near)
- D = (2farnear) /
(far near)
- E = (2near) /
(right left)
- F = (2near) /
(top bottom)
Typically, the matrix mode is GL_PROJECTION, and
(left, bottom, zNear) and
(right, top, zNear) 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). zFar
specifies the location of the far clipping plane. Both zNear
and zFar must be positive.
Use glPushMatrix and glPopMatrix to save and restore the
current matrix stack.
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 log2 r bits of depth-buffer precision
are lost. Because r approaches infinity as zNear
approaches 0, zNear must never be set to 0.
- GL_INVALID_VALUE is generated if zNear or
zFar is not positive.
- GL_INVALID_OPERATION is generated if glFrustum is executed between the
execution of glBegin and the
corresponding execution of glEnd.
glGet with argument
GL_MATRIX_MODE
glGet with argument
GL_MODELVIEW_MATRIX
glGet with argument
GL_PROJECTION_MATRIX
glGet with argument
GL_TEXTURE_MATRIX
glOrtho,
glMatrixMode,
glMultMatrix,
glPushMatrix,
glViewport