Name
glFrustumf
, glFrustumx
- multiply the current matrix by a perspective matrix
C Specification
void glFrustumf(GLfloat left,
GLfloat right,
GLfloat bottom,
GLfloat top,
GLfloat near,
GLfloat far)
void glFrustumx(GLfixed left,
GLfixed right,
GLfixed bottom,
GLfixed top,
GLfixed near,
GLfixed far)
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.
near
,far
-
Specify the distances to the near and far depth clipping planes. Both distances must be positive.
Description
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:
( |
|
) |
where
A = - (right + left)/(right - left) |
B = - (top + bottom)/(top - bottom) |
C = - (far + near)/(far - near) |
D = - 2farnear/(far - near) |
Typically, the matrix mode is GL_PROJECTION
, and (left
, bottom
, -near
) and (right
, top
, -near
) 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). -far
specifies the location of the far clipping plane. Both near
and far
must be positive.
Use glPushMatrix
and glPopMatrix
to save and restore the current matrix stack.
Notes
Depth buffer precision is affected by the values specified for near
and far
. The greater the ratio of far
to near
is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. If
r = far/near |
roughly log2(r) bits of depth buffer precision are lost. Because r approaches infinity as near
approaches 0, near
must never be set to 0.
Errors
GL_INVALID_VALUE
is generated if near
or far
is not positive, or if left
= right
, or bottom
= top
.