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vga_guesstiming(3) [debian man page]

vga_addtiming(3)						Svgalib User Manual						  vga_addtiming(3)

NAME
vga_guesstiming - calculate a timing line for the given resolution SYNOPSIS
#include <vga.h> int vga_guesstiming(int x, int y, int clue, int arg); DESCRIPTION
Calculates a timing line for a x*y resolution, according to the value of clue. CALCULATION METHODS
If clue is 0, then the aspect ratio for the requested mode ( x:y ) must be 4:3. A mode with the same aspect ratio closest to the requested, while still having a higher resolution is found, and then scaled down to the requested mode. If clue is 1, then the aspect ratio for the requested mode ( x:y ) must be 4:3. A mode with the same aspect ratio closest to the requested, while still having a lower resolution is found, and then scaled down to the requested mode. BUGS
No guarantee that a modeline will be created, or that a created modeline will be usefull is given. SEE ALSO
vga_addmode(3) vga_addtiming(3) addmodetest(6) AUTHOR
This manual page was written by Matan Ziv-Av Svgalib (>;= 1.4.0) 7 April 1999 vga_addtiming(3)

Check Out this Related Man Page

GLUPERSPECTIVE(3G)														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 ------------ 0 0 0 aspect 0 f 0 0 zFar+zNear 2*zFar*zNear 0 0 ---------- ------------ zNear-zFar 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 effec- tive the depth buffer will be at distinguishing between surfaces that are near each other. If r = zFar/zNear roughly log2(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, glLoadIdentity, glMultMatrix, gluOrtho2D GLUPERSPECTIVE(3G)
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