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📄 fglfrustum.html

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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglFrustum</STRONG> - multiply	the current matrix by a	perspective	  matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglFrustum</STRONG>( REAL*8	<EM>left</EM>,				 REAL*8	<EM>right</EM>,				 REAL*8	<EM>bottom</EM>,				 REAL*8	<EM>top</EM>,				 REAL*8	<EM>zNear</EM>,				 REAL*8	<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 near	and far	depth		      clipping planes.	Both distances must be		      positive.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>fglFrustum</STRONG> describes a perspective matrix that produces a	  perspective projection.  The current matrix (see	  <STRONG>fglMatrixMode</STRONG>) is multiplied by this matrix and the result	  replaces the current matrix, as if <STRONG>fglMultMatrix</STRONG> were	called	  with the following matrix as its argument:		   (					   )		   |  __<STRONG>_</STRONG>_<STRONG>_____</STRONG>_			   |		   |  right-left       0       A       0   |		   |					   |		   |	  0	  __<STRONG>_</STRONG>_<STRONG>_____</STRONG>_   B       0   |		   |		  top-bottom		   |		   |	  0	       0       C       D   |		   |					   |		   |	  0	       0       -1      0   |		   (					   )				     <STRONG>__________</STRONG>				 A = right-left				     <STRONG>__________</STRONG>				 B = top-bottom				     <STRONG>__________</STRONG>				C = -zFar-zNear				    <STRONG>_</STRONG>_<STRONG>____</STRONG>_<STRONG>_____</STRONG>			       D = - 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, 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> must be	  positive.	  Use <STRONG>fglPushMatrix</STRONG> and	<STRONG>fglPopMatrix</STRONG> to	save and restore the	  current matrix stack.     <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>ERRORS</STRONG>	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>zNear</EM> or <EM>zFar</EM> is not	  positive.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglFrustum</STRONG> is executed	  between the execution	of <STRONG>fglBegin</STRONG> and	the corresponding	  execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MATRIX_MODE</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>	  <STRONG>fglGet</STRONG> with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglOrtho</STRONG>, <STRONG>fglMatrixMode</STRONG>, <STRONG>fglMultMatrix</STRONG>, <STRONG>fglPushMatrix</STRONG>,	  <STRONG>fglViewport</STRONG></PRE></BODY></HTML>

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