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GLUPERSPECTIVE(3G)		 OpenGL Manual		    GLUPERSPECTIVE(3G)

NAME
       gluPerspective - set up a perspective projection matrix

C SPECIFICATION
       void gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear,
			   GLdouble zFar);

PARAMETERS
       fovy
	   Specifies the field of view angle, in degrees, in the y direction.

       aspect
	   Specifies the aspect ratio that determines the field of view in the
	   x direction. The aspect ratio is the ratio of x (width) to y
	   (height).

       zNear
	   Specifies the distance from the viewer to the near clipping plane
	   (always positive).

       zFar
	   Specifies the distance from the viewer to the far clipping plane
	   (always positive).

DESCRIPTION
       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 distortion.

       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().

       Given f defined as follows:

       f = cotangent ⁡ fovy 2 The generated matrix is

       f aspect 0 0 0 0 f 0 0 0 0 zFar + zNear zNear - zFar 2 × zFar × zNear
       zNear - zFar 0 0 -1 0

NOTES
       Depth buffer precision is affected by the values specified for zNear
       and zFar. The greater the ratio of zFar to zNear is, the less effective
       the depth buffer will be at distinguishing between surfaces that are
       near each other. If

       r = zFar zNear

       roughly log 2 ⁡ r bits of depth buffer precision are lost. Because r
       approaches infinity as zNear approaches 0, zNear must never be set to
       0.

SEE ALSO
       gluOrtho2D(), glFrustum(), glLoadIdentity(), glMultMatrix()

COPYRIGHT
       Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed
       under the SGI Free Software B License. For details, see
       http://oss.sgi.com/projects/FreeB/.

AUTHORS
       opengl.org

opengl.org			  03/16/2013		    GLUPERSPECTIVE(3G)
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