gluPerspective -- set up a perspective projection matrix
void gluPerspective(GLdouble fovy,
Specifies the field of view angle, in degrees, in the y direction.
Specifies the aspect ratio that determines the field of view in the
x direction. The aspect ratio is the ratio of x (width) to
Specifies the distance from the viewer to the near clipping plane (always
Specifies the distance from the viewer to the far clipping plane (always
gluPerspective specifies a viewing frustum into the world coordinate
system. In general, the aspect ratio in gluPerspective 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 x as it is in y.
If the viewport is twice as wide as it is tall, it displays the image without
The matrix generated by gluPerspective is multipled by the current
matrix, just as if glMultMatrix were
called with the generated matrix. To load the perspective matrix onto the
current matrix stack instead, precede the call to gluPerspective with a
call to glLoadIdentity.
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© 1995 Uwe Behrens All rights reserved