Method GL.glFrustum()
- Method
glFrustum
voidglFrustum(floatleft,floatright,floatbottom,floattop,floatnearVal,floatfarVal)- 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:
[
]2nearVal/right-left 0 A 0 0 2nearVal/top-bottom B 0 0 0 C D 0 0 -1 0 A=right+left/right-left
B=top+bottom/top-bottom
C=-farVal+nearVal/farVal-nearVal
D=-2farValnearVal/farVal-nearVal
Typically, the matrix mode is GL_PROJECTION, and (left, bottom, -nearVal) and (right, top, -nearVal) 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). -farVal specifies the location of the far clipping plane. Both nearVal and farVal must be positive.
Use glPushMatrix and glPopMatrix to save and restore the current matrix stack.
- Parameter
left - Parameter
right Specify the coordinates for the left and right vertical clipping planes.
- Parameter
bottom - Parameter
top Specify the coordinates for the bottom and top horizontal clipping planes.
- Parameter
nearVal - Parameter
farVal Specify the distances to the near and far depth clipping planes. Both distances must be positive.
- Throws
GL_INVALID_VALUE is generated if nearVal or farVal is not positive, or if left = right, or bottom = top, or near = far.
GL_INVALID_OPERATION is generated if glFrustum is executed between the execution of glBegin and the corresponding execution of glEnd.
- Note
Depth buffer precision is affected by the values specified for nearVal and farVal. The greater the ratio of farVal to nearVal is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. If
r=farVal/nearVal
roughly log2(r) bits of depth buffer precision are lost. Because r approaches infinity as nearVal approaches 0, nearVal must never be set to 0.
- See also
glOrtho, glMatrixMode, glMultMatrix, glPushMatrix, glViewport