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📄 fgluperspective.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>fgluPerspective</STRONG> - set	up a perspective projection matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fgluPerspective</STRONG>( REAL*8 <EM>fovy</EM>,				      REAL*8 <EM>aspect</EM>,				      REAL*8 <EM>zNear</EM>,				      REAL*8 <EM>zFar</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>fovy</EM>	  Specifies the	field of view angle, in	degrees, in		  the <EM>y</EM>	direction.	  <EM>aspect</EM>  Specifies the	aspect ratio that determines the field		  of view in the <EM>x</EM> direction.  The aspect ratio	is the		  ratio	of <EM>x</EM> (width) to	<EM>y</EM> (height).	  <EM>zNear</EM>	  Specifies the	distance from the viewer to the	near		  clipping plane (always positive).	  <EM>zFar</EM>	  Specifies the	distance from the viewer to the	far		  clipping plane (always positive).     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fgluPerspective</STRONG> specifies a viewing frustum into the world	  coordinate system.  In general, the aspect ratio in	  <STRONG>fgluPerspective</STRONG> should match the aspect ratio	of the	  associated viewport. For example, aspect=2.0 means the	  viewer's angle of view is twice as wide in <EM>x</EM> as it is	in <EM>y</EM>.	  If the viewport is twice as wide as it is tall, it displays	  the image without distortion.	  The matrix generated by <STRONG>fgluPerspective</STRONG> is multipled by the	  current matrix, just as if <STRONG>glMultMatrix</STRONG> were called with the	  generated matrix.  To	load the perspective matrix onto the	  current matrix stack instead,	precede	the call to	  <STRONG>fgluPerspective</STRONG> with a call to <STRONG>glLoadIdentity</STRONG>.	  Given	<EM>f</EM> defined as follows:			      f	= cotangent(<STRONG>____</STRONG>)					     2	  The generated	matrix is		   (					    )		   |  ___<STRONG>_</STRONG>__				    |		   |  aspect  0	     0		  0	    |		   |					    |		   |	0     f	     0		  0	    |		   |		 <STRONG>__________</STRONG>  <STRONG>____________</STRONG>   |		   |	0     0	 zNear-zFar   zNear-zFar    |		   (					    )			0     0	     -1		  0     <STRONG>NOTES</STRONG>	  Depth	buffer precision is affected by	the values specified	  for <EM>zNear</EM> and	<EM>zFar</EM>.  The greater the ratio of	<EM>zFar</EM> to	<EM>zNear</EM>	  is, the less effective the depth buffer will be at	  distinguishing between surfaces that are near	each other.	  If				   r = _<STRONG>____</STRONG>				       zNear	  roughly log r	bits of	depth buffer precision are lost.	  Because r a<STRONG>p</STRONG>proaches infinity	as <EM>zNear</EM> approaches 0, <EM>zNear</EM>	  must never be	set to 0.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glFrustum</STRONG>, <STRONG>glLoadIdentity</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>fgluOrtho2D</STRONG></PRE></BODY></HTML>

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