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📄 ortho.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glOrtho</STRONG> - multiply the current matrix	with an	orthographic	  matrix     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glOrtho</STRONG>(	GLdouble <EM>left</EM>,			GLdouble <EM>right</EM>,			GLdouble <EM>bottom</EM>,			GLdouble <EM>top</EM>,			GLdouble <EM>zNear</EM>,			GLdouble <EM>zFar</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>left</EM>,	<EM>right</EM> Specify the coordinates for the left and right		      vertical clipping	planes.	  <EM>bottom</EM>, <EM>top</EM> Specify the coordinates for the bottom and top		      horizontal clipping planes.	  <EM>zNear</EM>, <EM>zFar</EM> Specify the distances to the nearer and farther		      depth clipping planes.  These values are		      negative if the plane is to be behind the		      viewer.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glOrtho</STRONG> describes a transformation that produces a parallel	  projection.  The current matrix (see <STRONG>glMatrixMode</STRONG>) is	  multiplied by	this matrix and	the result replaces the	  current matrix, as if	<STRONG>glMultMatrix</STRONG> were called with the	  following matrix as its argument:		   (					   )		   |_____<STRONG>_</STRONG>____	    0		0	t  |		   |right-left				 x |		   |		_____<STRONG>_</STRONG>____		   |		   |	0	top-bottom	0	ty |		   |					   |		   |	0	    0	    ____<STRONG>__</STRONG>____	t  |		   |			    zFar-zNear	 z |		   |	0	    0		0	1  |		   (					   )	  where				t  = -<STRONG>__________</STRONG>				 x    right-left				t  = -<STRONG>__________</STRONG>				 y    top-bottom				t  = -<STRONG>__________</STRONG>				 z    zFar-zNear	  Typically, the matrix	mode is	<STRONG>GL_PROJECTION</STRONG>, and (<EM>left</EM>,	  <EM>bottom</EM>,  -<EM>zNear</EM>) and (<EM>right</EM>, <EM>top</EM>,  -<EM>zNear</EM>) specify the	  points on the	near clipping plane that are mapped to the	  lower	left and upper right corners of	the window,	  respectively,	assuming that the eye is located at (0,	0, 0).	  -<EM>zFar</EM>	specifies the location of the far clipping plane.	  Both <EM>zNear</EM> and <EM>zFar</EM> can be either positive or	negative.	  Use <STRONG>glPushMatrix</STRONG> and <STRONG>glPopMatrix</STRONG> to save and restore the	  current matrix stack.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glOrtho</STRONG> is executed	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding	  execution of <STRONG>glEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MATRIX_MODE</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glFrustum</STRONG>, <STRONG>glMatrixMode</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>,	  <STRONG>glViewport</STRONG></PRE></BODY></HTML>

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