1GLUPERSPECTIVE(3G) GLUPERSPECTIVE(3G)
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6 gluPerspective - set up a perspective projection matrix
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10 void gluPerspective( GLdouble fovy,
11 GLdouble aspect,
12 GLdouble zNear,
13 GLdouble zFar )
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15 delim $$
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18 fovy Specifies the field of view angle, in degrees, in the y direc‐
19 tion.
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21 aspect Specifies the aspect ratio that determines the field of view in
22 the x direction. The aspect ratio is the ratio of x (width) to
23 y (height).
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25 zNear Specifies the distance from the viewer to the near clipping
26 plane (always positive).
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28 zFar Specifies the distance from the viewer to the far clipping
29 plane (always positive).
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32 gluPerspective specifies a viewing frustum into the world coordinate
33 system. In general, the aspect ratio in gluPerspective should match
34 the aspect ratio of the associated viewport. For example, $ "aspect"
35 ~=~ 2.0 $ means the viewer's angle of view is twice as wide in x as it
36 is in y. If the viewport is twice as wide as it is tall, it displays
37 the image without distortion.
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39 The matrix generated by gluPerspective is multiplied by the current
40 matrix, just as if glMultMatrix were called with the generated matrix.
41 To load the perspective matrix onto the current matrix stack instead,
42 precede the call to gluPerspective with a call to glLoadIdentity.
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44 Given f defined as follows:
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46 f ~=~ cotangent"("{"fovy" over 2}")"
47 The generated matrix is
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49 left ( ~~ down 130 { matrix {
50 ccol { {f over "aspect"} above 0 above 0 above 0 }
51 ccol { 0 above f above 0 above 0 }
52 ccol { 0 above 0 above {{"zFar" + "zNear"} over {"zNear" - "zFar"}}
53 above -1 }
54 ccol { 0 above 0 above {{2 * "zFar" * "zNear"} over {"zNear" -
55 "zFar"}} above 0} }} ~~~ right )
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59 Depth buffer precision is affected by the values specified for zNear
60 and zFar. The greater the ratio of zFar to zNear is, the less effec‐
61 tive the depth buffer will be at distinguishing between surfaces that
62 are near each other. If
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64 $r ~=~ "zFar" over "zNear"$
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67 roughly $log sub 2 r$ bits of depth buffer precision are lost. Because
68 $r$ approaches infinity as zNear approaches 0, zNear must never be set
69 to 0.
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72 glFrustum(3G), glLoadIdentity(3G), glMultMatrix(3G), gluOrtho2D(3G)
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76 GLUPERSPECTIVE(3G)