The gluPerspective function sets up a perspective projection matrix.
void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar );
- The field of view angle, in degrees, in the y-direction.
- 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).
- The distance from the viewer to the near clipping plane (always positive).
- The distance from the viewer to the far clipping plane (always positive).
The gluPerspective function 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.
Windows NT/2000: Requires Windows NT 3.5 or later.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Header: Declared in Glu.h.
Library: Use Glu32.lib.