Method GL.glFrustum()
- Method
glFrustum
void
glFrustum(float
left
,float
right
,float
bottom
,float
top
,float
zNear
,float
zFar
)- 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:
.sp 5 .ce .EQ down 130 {left ( ~~ matrix { ccol { {{2 ~ "zNear"} over {"right" - "left"}} above 0 above 0 above 0 } ccol { 0 above {{2 ~ "zNear"} over {"top" - "bottom"}} ~ above 0 above 0 } ccol { A ~~~~ above B ~~~~ above C ~~~~ above -1 ~~~~} ccol { 0 above 0 above D above 0} } ~~~ right )} .EN .sp .ce .EQ down 130 {A ~=~ {"right" + "left"} over {"right" - "left"}} .EN .sp .ce .EQ down 130 {B ~=~ {"top" + "bottom"} over {"top" - "bottom"}} .EN .sp .ce .EQ down 130 {C ~=~ -{{"zFar" + "zNear"} over {"zFar" - "zNear"}}} .EN .sp .ce .EQ down 130 {D ~=~ -{{2 ~ "zFar" ~ "zNear"} over {"zFar" - "zNear"}}} .EN .sp
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.
- Parameter
left
Specify the coordinates for the left and right vertical clipping planes.
- Parameter
bottom
Specify the coordinates for the bottom and top horizontal clipping planes.
- Parameter
zNear
Specify the distances to the near and far depth clipping planes. Both distances must be positive.
- Throws
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.