NAME
fglFrustum - multiply the current matrix by a perspective
matrix
FORTRAN SPECIFICATION
SUBROUTINE fglFrustum( REAL*8 left,
REAL*8 right,
REAL*8 bottom,
REAL*8 top,
REAL*8 zNear,
REAL*8 zFar )
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.
zNear, zFar Specify the distances to the near and far depth
clipping planes. Both distances must be
positive.
DESCRIPTION
fglFrustum describes a perspective matrix that produces a
perspective projection. The current matrix (see
fglMatrixMode) is multiplied by this matrix and the result
replaces the current matrix, as if fglMultMatrix were called
with the following matrix as its argument:
( )
| __________ |
| right-left 0 A 0 |
| |
| 0 __________ B 0 |
| top-bottom |
| 0 0 C D |
| |
| 0 0 -1 0 |
( )
__________
A = right-left
__________
B = top-bottom
__________
C = -zFar-zNear
____________
D = - zFar-zNear
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 fglPushMatrix and fglPopMatrix to save and restore the
current matrix stack.
NOTES
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 = _____
zNear
roughly log (r) bits of depth buffer precision are lost.
Because r approaches infinity as zNear approaches 0, zNear
must never be set to 0.
ERRORS
GL_INVALID_VALUE is generated if zNear or zFar is not
positive.
GL_INVALID_OPERATION is generated if fglFrustum is executed
between the execution of fglBegin and the corresponding
execution of fglEnd.
ASSOCIATED GETS
fglGet with argument GL_MATRIX_MODE
fglGet with argument GL_MODELVIEW_MATRIX
fglGet with argument GL_PROJECTION_MATRIX
fglGet with argument GL_TEXTURE_MATRIX
SEE ALSO
fglOrtho, fglMatrixMode, fglMultMatrix, fglPushMatrix,
fglViewport