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- ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee((((3333GGGG)))) ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee - defines a perspective projection transformation
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- CCCC SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- vvvvooooiiiidddd ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee((((ffffoooovvvvyyyy,,,, aaaassssppppeeeecccctttt,,,, nnnneeeeaaaarrrr,,,, ffffaaaarrrr))))
- AAAAnnnngggglllleeee ffffoooovvvvyyyy;;;;
- ffffllllooooaaaatttt aaaassssppppeeeecccctttt;;;;
- CCCCoooooooorrrrdddd nnnneeeeaaaarrrr,,,, ffffaaaarrrr;;;;
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _f_o_v_y expects the field-of-view angle in the y direction. The field
- of view is the range of the area that is being viewed. _f_o_v_y
- must be _> 2 or an error results.
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- _a_s_p_e_c_t expects the aspect ratio which determines the field of view in
- the x direction. The aspect ratio is the ratio of x (width) to
- y (height).
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- _n_e_a_r expects the distance from the viewer to the closest clipping
- plane (always positive).
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- _f_a_r expects the distance from the viewer to the farthest clipping
- plane (always positive).
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee specifies a viewing pyramid into the world coordinate system.
- In general, the aspect ratio in ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee should match the aspect ratio
- of the associated viewport. For example, _a_s_p_e_c_t=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.
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- When the system is in single matrix mode, ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee loads a matrix onto
- the transformation stack, replacing the current top matrix. When the
- system is in viewing, projection, or texture matrix mode, ppppeeeerrrrssssppppeeeeccccttttiiiivvvveeee
- replaces the current Projection matrix and leaves the ModelView matrix
- stack and the Texture matrix unchanged.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- mmode, ortho, viewport, window
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- PPPPaaaaggggeeee 1111
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