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📄 fglscale.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>fglScaled,</STRONG> <STRONG>fglScalef</STRONG> - multiply the current matrix by	a	  general scaling matrix     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglScaled</STRONG>(	REAL*8 <EM>x</EM>,				REAL*8 <EM>y</EM>,				REAL*8 <EM>z</EM> )	  SUBROUTINE <STRONG>fglScalef</STRONG>(	REAL*4 <EM>x</EM>,				REAL*4 <EM>y</EM>,				REAL*4 <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>fglScale</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>fglMatrixMode</STRONG>) is multiplied by this	  scale	matrix,	and the	product	replaces the current matrix as	  if <STRONG>fglScale</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>fglScale</STRONG> is called are scaled.	  Use <STRONG>fglPushMatrix</STRONG> and	<STRONG>fglPopMatrix</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>fglEnable</STRONG> with the	argument <STRONG>GL_NORMALIZE</STRONG>.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglScale</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>fglMatrixMode</STRONG>, <STRONG>fglMultMatrix</STRONG>,	<STRONG>fglPushMatrix</STRONG>, <STRONG>fglRotate</STRONG>,	  <STRONG>fglTranslate</STRONG></PRE></BODY></HTML>

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