📄 scale.html
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<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>
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