glFrustum — multiply the current matrix by a perspective matrix
| void glFrustum( | GLdouble | left, | 
| GLdouble | right, | |
| GLdouble | bottom, | |
| GLdouble | top, | |
| GLdouble | nearVal, | |
| GLdouble | farVal ); | 
left, rightSpecify the coordinates for the left and right vertical clipping planes.
bottom, topSpecify the coordinates for the bottom and top horizontal clipping planes.
nearVal, farValSpecify the distances to the near and far depth clipping planes. Both distances must be positive.
            glFrustum describes a perspective matrix that produces a perspective projection.
            The current matrix (see glMatrixMode) is multiplied by this matrix
            and the result replaces the current matrix, as if
            glMultMatrix were called with the following matrix
            as its argument:
        
            Typically, the matrix mode is GL_PROJECTION, and
            
            and
            
            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).
            
            specifies the location of the far clipping plane.
            Both nearVal and farVal must be positive.
        
Use glPushMatrix and glPopMatrix to save and restore the current matrix stack.
            Depth buffer precision is affected by the values specified for
            nearVal and farVal.
            The greater the ratio of farVal to nearVal 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 nearVal approaches 0,
            nearVal must never be set to 0.
        
            GL_INVALID_VALUE is generated if nearVal or farVal is not
            positive, or if left = right, or bottom = top,
            or near = far.
        
            GL_INVALID_OPERATION is generated if glFrustum
            is executed between the execution of glBegin
            and the corresponding execution of glEnd.
        
            glGet with argument GL_MATRIX_MODE
        
            glGet with argument GL_MODELVIEW_MATRIX
        
            glGet with argument GL_PROJECTION_MATRIX
        
            glGet with argument GL_TEXTURE_MATRIX
        
            glGet with argument GL_COLOR_MATRIX
        
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