<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glScaled,</STRONG> <STRONG>glScalef</STRONG> - multiply the current matrix by a general scaling matrix <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glScaled</STRONG>( GLdouble <EM>x</EM>, GLdouble <EM>y</EM>, GLdouble <EM>z</EM> ) void <STRONG>glScalef</STRONG>( GLfloat <EM>x</EM>, GLfloat <EM>y</EM>, GLfloat <EM>z</EM> ) <STRONG>PARAMETERS</STRONG> <EM>x</EM>, <EM>y</EM>, <EM>z</EM> Specify scale factors along the <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> axes, respectively. <STRONG>DESCRIPTION</STRONG> <STRONG>glScale</STRONG> produces a nonuniform scaling along the <EM>x</EM>, <EM>y</EM>, and <EM>z</EM> axes. The three parameters indicate the desired scale factor along each of the three axes. The current matrix (see <STRONG>glMatrixMode</STRONG>) is multiplied by this scale matrix, and the product replaces the current matrix as if <STRONG>glScale</STRONG> were called with the following matrix as its argument: ( x 0 0 0 ) | | | 0 y 0 0 | | 0 0 z 0 | | | ( 0 0 0 1 ) If the matrix mode is either <STRONG>GL_MODELVIEW</STRONG> or <STRONG>GL_PROJECTION</STRONG>, all objects drawn after <STRONG>glScale</STRONG> is called are scaled. Use <STRONG>glPushMatrix</STRONG> and <STRONG>glPopMatrix</STRONG> to save and restore the unscaled coordinate system. <STRONG>NOTES</STRONG> If scale factors other than 1 are applied to the modelview matrix and lighting is enabled, lighting often appears wrong. In that case, enable automatic normalization of normals by calling <STRONG>glEnable</STRONG> with the argument <STRONG>GL_NORMALIZE</STRONG>. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glScale</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>glMatrixMode</STRONG>, <STRONG>glMultMatrix</STRONG>, <STRONG>glPushMatrix</STRONG>, <STRONG>glRotate</STRONG>, <STRONG>glTranslate</STRONG> </PRE> </BODY> </HTML>