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Full Discussion: Search for \n
Top Forums Shell Programming and Scripting Search for \n Post 302080475 by Chanakya.m on Wednesday 19th of July 2006 02:37:05 AM
Old 07-19-2006
Thats fine.. I just tried the same in vi editor (s/\\n/g), could not find.. can u help me in this aspect
 

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GLUPERSPECTIVE(3G)														GLUPERSPECTIVE(3G)

NAME
gluPerspective - set up a perspective projection matrix C SPECIFICATION
void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) delim $$ 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 multiplied 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" over 2}")" The generated matrix is left ( ~~ down 130 { matrix { ccol { {f over "aspect"} above 0 above 0 above 0 } ccol { 0 above f above 0 above 0 } ccol { 0 above 0 above {{"zFar" + "zNear"} over {"zNear" - "zFar"}} above -1 } ccol { 0 above 0 above {{2 * "zFar" * "zNear"} over {"zNear" - "zFar"}} above 0} }} ~~~ right ) 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 effec- tive the depth buffer will be at distinguishing between surfaces that are near each other. If $r ~=~ "zFar" over "zNear"$ roughly $log sub 2 r$ bits of depth buffer precision are lost. Because $r$ approaches infinity as zNear approaches 0, zNear must never be set to 0. SEE ALSO
glFrustum(3G), glLoadIdentity(3G), glMultMatrix(3G), gluOrtho2D(3G) GLUPERSPECTIVE(3G)
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