Glu.Perspective (gb.opengl.glu)
Static Sub Perspective ( Fovy As Float, Aspect As Float, ZNear As Float, ZFar As Float )
Set up a perspective projection matrix.
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
Glu.Perspective specifies a viewing frustum into the world coordinate system.
In general, the aspect ratio in
Glu.Perspective should match the aspect ratio
of the associated viewport. For example,
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
Glu.Perspective is multipled by the current matrix,
just as if Gl.MultMatrix were called with the generated matrix.
To load the perspective matrix onto the current matrix stack instead,
precede the call to
Glu.Perspective with a call to
Gl.LoadIdentity.
Given
f defined as follows:
The generated matrix is
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
roughly
bits of depth buffer precision are lost.
Because
approaches infinity as
zNear approaches 0,
zNear must never be set to 0.
See also
See original documentation on OpenGL website