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Io-language-graphics-and-sound-20080330-6.fc15.i686.rpm

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     <STRONG>NAME</STRONG>
	  <STRONG>glOrtho</STRONG> - multiply the current matrix	with an	orthographic
	  matrix


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glOrtho</STRONG>(	GLdouble <EM>left</EM>,
			GLdouble <EM>right</EM>,
			GLdouble <EM>bottom</EM>,
			GLdouble <EM>top</EM>,
			GLdouble <EM>zNear</EM>,
			GLdouble <EM>zFar</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>left</EM>,	<EM>right</EM> Specify the coordinates for the left and right
		      vertical clipping	planes.

	  <EM>bottom</EM>, <EM>top</EM> Specify the coordinates for the bottom and top
		      horizontal clipping planes.

	  <EM>zNear</EM>, <EM>zFar</EM> Specify the distances to the nearer and farther
		      depth clipping planes.  These values are
		      negative if the plane is to be behind the
		      viewer.

     <STRONG>DESCRIPTION</STRONG>
	  <STRONG>glOrtho</STRONG> describes a transformation that produces a parallel
	  projection.  The current matrix (see <STRONG>glMatrixMode</STRONG>) is
	  multiplied by	this matrix and	the result replaces the
	  current matrix, as if	<STRONG>glMultMatrix</STRONG> were called with the
	  following matrix as its argument:
		   (					   )
		   |_____<STRONG>_</STRONG>____	    0		0	t  |
		   |right-left				 x |
		   |		_____<STRONG>_</STRONG>____		   |
		   |	0	top-bottom	0	ty |
		   |					   |
		   |	0	    0	    ____<STRONG>__</STRONG>____	t  |
		   |			    zFar-zNear	 z |
		   |	0	    0		0	1  |
		   (					   )

	  where
				t  = -<STRONG>__________</STRONG>
				 x    right-left
				t  = -<STRONG>__________</STRONG>
				 y    top-bottom
				t  = -<STRONG>__________</STRONG>
				 z    zFar-zNear

	  Typically, the matrix	mode is	<STRONG>GL_PROJECTION</STRONG>, and (<EM>left</EM>,
	  <EM>bottom</EM>,  -<EM>zNear</EM>) and (<EM>right</EM>, <EM>top</EM>,  -<EM>zNear</EM>) specify the
	  points on the	near clipping plane that are mapped to the
	  lower	left and upper right corners of	the window,
	  respectively,	assuming that the eye is located at (0,	0, 0).
	  -<EM>zFar</EM>	specifies the location of the far clipping plane.
	  Both <EM>zNear</EM> and <EM>zFar</EM> can be either positive or	negative.

	  Use <STRONG>glPushMatrix</STRONG> and <STRONG>glPopMatrix</STRONG> to save and restore the
	  current matrix stack.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glOrtho</STRONG> is executed
	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding
	  execution of <STRONG>glEnd</STRONG>.

     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MATRIX_MODE</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_MODELVIEW_MATRIX</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_PROJECTION_MATRIX</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_TEXTURE_MATRIX</STRONG>

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glFrustum</STRONG>, <STRONG>glMatrixMode</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>,
	  <STRONG>glViewport</STRONG>




























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