2003-2004 Silicon Graphics, Inc.
glFrustum 3G
glFrustum glFrustumf glFrustumx multiply the current matrix by a perspective matrix

## C Specification

void `glFrustumf` GLfloat left GLfloat right GLfloat bottom GLfloat top GLfloat near GLfloat far void `glFrustumx` GLfixed left GLfixed right GLfixed bottom GLfixed top GLfixed near GLfixed far

## Parameters

left, right

  Specify the coordinates for the left and right vertical clipping planes.

bottom, top

  Specify the coordinates for the bottom and top horizontal clipping planes.

near, far

  Specify the distances to the near and far depth clipping planes. Both distances must be positive.

## Description

`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:

2 ⁢ near right - left 0 A 0 0 2 ⁢ near top - bottom B 0 0 0 C D 0 0 -1 0

A = right + left right - left

B = top + bottom top - bottom

C = - far + near far - near

D = - 2 ⁢ far ⁢ near far - near

Typically, the matrix mode is `GL_PROJECTION`, and (left, bottom, -near) and (right, top, -near) 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). -far specifies the location of the far clipping plane. Both near and far must be positive.

Use glPushMatrix and glPopMatrix to save and restore the current matrix stack.

## Notes

Depth buffer precision is affected by the values specified for near and far. The greater the ratio of far to near is, the less effective the depth buffer will be at distinguishing between surfaces that are near each other. If

r = far near

roughly log 2(r) bits of depth buffer precision are lost. Because r approaches infinity as near approaches 0, near must never be set to 0.

## Errors

`GL_INVALID_VALUE` is generated if near or far is not positive, or if left = right, or bottom = top, or near = far.

## See Also

glOrtho, glMatrixMode, glMultMatrix, glPushMatrix, glViewport

## Copyright

Copyright 2003-2004 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.