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Top Forums UNIX for Dummies Questions & Answers How to check hardware data compression Post 302470165 by ygemici on Tuesday 9th of November 2010 10:59:11 AM
Old 11-09-2010
compression ratio can change for type of data..
maybe you can try to add new files while mt fails and determine the space.
(2:1) ratio is can be avarage ratio not general ratio..
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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 x zFar x 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 (C) 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 06/10/2014 GLUPERSPECTIVE(3G)
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