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📄 scale.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>glScaled,</STRONG> <STRONG>glScalef</STRONG> - multiply	the current matrix by a	  general scaling matrix     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glScaled</STRONG>( GLdouble <EM>x</EM>,			 GLdouble <EM>y</EM>,			 GLdouble <EM>z</EM> )	  void <STRONG>glScalef</STRONG>( GLfloat <EM>x</EM>,			 GLfloat <EM>y</EM>,			 GLfloat <EM>z</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>x</EM>, <EM>y</EM>,	<EM>z</EM>		 Specify scale factors along the <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> axes,		 respectively.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glScale</STRONG> produces a nonuniform	scaling	along the <EM>x</EM>, <EM>y</EM>,	and <EM>z</EM>	  axes.	The three parameters indicate the desired scale	factor	  along	each of	the three axes.	  The current matrix (see <STRONG>glMatrixMode</STRONG>)	is multiplied by this	  scale	matrix,	and the	product	replaces the current matrix as	  if <STRONG>glScale</STRONG> were called with the following matrix as its	  argument:			      (	 x   0	 0   0	)			      |			|			      |	 0   y	 0   0	|			      |	 0   0	 z   0	|			      |			|			      (	 0   0	 0   1	)	  If the matrix	mode is	either <STRONG>GL_MODELVIEW</STRONG> or <STRONG>GL_PROJECTION</STRONG>,	  all objects drawn after <STRONG>glScale</STRONG> is called are	scaled.	  Use <STRONG>glPushMatrix</STRONG> and <STRONG>glPopMatrix</STRONG> to save and restore the	  unscaled coordinate system.     <STRONG>NOTES</STRONG>	  If scale factors other than 1	are applied to the modelview	  matrix and lighting is enabled, lighting often appears	  wrong.  In that case,	enable automatic normalization of	  normals by calling <STRONG>glEnable</STRONG> with the argument	<STRONG>GL_NORMALIZE</STRONG>.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glScale</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>glMatrixMode</STRONG>,	<STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>, <STRONG>glRotate</STRONG>,	  <STRONG>glTranslate</STRONG></PRE></BODY></HTML>

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