📄 fglscale.html
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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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