GLFRUSTUM() MachTen Programmer’s Manual GLFRUSTUM()
NAME 
glFrustum - multiply the current matrix by a perspective
matrix
C SPECIFICATION 
void glFrustum( GLdouble left, 
GLdouble right, 
GLdouble bottom, 
GLdouble top, 
GLdouble zNear, 
GLdouble zFar )
delim $$
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.
zNear, zFar 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 glMatrix-
Mode) is multiplied by this matrix and the result replaces
the current matrix, as if glMultMatrix were called with 
the following matrix as its argument:
down 130 {left ( ~~ matrix {
ccol { {{2 ~ "zNear"} over {"right" -
"left"}} above 0 
above 0 above 0 } 
ccol { 0 above {{2 ~ "zNear"} over
{"top" - "bottom"}} 
~ above 0 above 0 } 
ccol { A ~~~~ above B ~~~~ above C ~~~~ above -1 ~~~~} 
ccol { 0 above 0 above D above 0} } ~~~ right )}
down 130 
{A ~=~ {"right" + "left"} over
{"right" - "left"}}
down 130 
{B ~=~ {"top" + "bottom"} over
{"top" - "bottom"}}
down 130 
{C ~=~ -{{"zFar" + "zNear"} over
{"zFar" - "zNear"}}}
down 130 
{D ~=~ -{{2 ~ "zFar" ~ "zNear"} over
{"zFar" - "zNear"}}}
Typically, the matrix mode is
GL_PROJECTION, and (left, 
bottom, -zNear) and (right, top, -zNear) 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). -zFar specifies the
location of the far clipping plane. Both zNear and zFar 
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 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
$r ~=~ "zFar" over "zNear"$
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.
ERRORS 
GL_INVALID_VALUE is generated if zNear or zFar is not pos-
itive.
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
SEE ALSO 
glOrtho, glMatrixMode, glMultMatrix, glPushMatrix, glView-
port
MachTen 2