10-10-2017
Quote:
Originally Posted by
Scott
The first thing I would usually do here is echo the variables before the test (before the if), and do some sanitation on them. I would also declare each variable on its own line, and quote them when using them.
Thanks for the quick replies. I'm at work now, but I will try this when I get home. Thanks again.
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LEARN ABOUT CENTOS
glfrustum
GLFRUSTUM(3G) OpenGL Manual GLFRUSTUM(3G)
NAME
glFrustum - multiply the current matrix by a perspective matrix
C SPECIFICATION
void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble nearVal, GLdouble farVal);
PARAMETERS
left, right
Specify the coordinates for the left and right vertical clipping planes.
bottom, top
Specify the coordinates for the bottom and top horizontal clipping planes.
nearVal, farVal
Specify the distances to the near and far depth clipping planes. Both distances must be positive.
DESCRIPTION
glFrustum describes a perspective matrix that produces a perspective projection. The current matrix (see glMatrixMode()) is multiplied by
this matrix and the result replaces the current matrix, as if glMultMatrix() were called with the following matrix as its argument:
2 nearVal right - left 0 A 0 0 2 nearVal top - bottom B 0 0 0 C D 0 0 -1 0
A = right + left right - left
B = top + bottom top - bottom
C = - farVal + nearVal farVal - nearVal
D = - 2 farVal nearVal farVal - nearVal
Typically, the matrix mode is GL_PROJECTION, and left bottom - nearVal and right top - nearVal specify the points on the near clipping
plane that are mapped to the lower left and upper right corners of the window, assuming that the eye is located at (0, 0, 0). - farVal
specifies the location of the far clipping plane. Both nearVal and farVal must be positive.
Use glPushMatrix() and glPopMatrix() to save and restore the current matrix stack.
NOTES
Depth buffer precision is affected by the values specified for nearVal and farVal. The greater the ratio of farVal to nearVal is, the less
effective the depth buffer will be at distinguishing between surfaces that are near each other. If
r = farVal nearVal
roughly log 2 r bits of depth buffer precision are lost. Because r approaches infinity as nearVal approaches 0, nearVal must never be set
to 0.
ERRORS
GL_INVALID_VALUE is generated if nearVal or farVal is not positive, or if left = right, or bottom = top, or near = far.
GL_INVALID_OPERATION is generated if glFrustum is executed between the execution of glBegin() and the corresponding execution of glEnd().
ASSOCIATED GETS
glGet() with argument GL_MATRIX_MODE
glGet() with argument GL_MODELVIEW_MATRIX
glGet() with argument GL_PROJECTION_MATRIX
glGet() with argument GL_TEXTURE_MATRIX
glGet() with argument GL_COLOR_MATRIX
SEE ALSO
glOrtho(), glMatrixMode(), glMultMatrix(), glPushMatrix(), glViewport()
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 GLFRUSTUM(3G)