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- 1. glViewport changes the view to the specified window and position. Accepts the x and y axis, the width and height of the view port.
- 2. glMatrixMode(GL_PROJECTION) changes the type of matrix is used to do operations. The projection matrix works in camera space, so that the x and y coordinates are at the center of the screen.
- 3. glLoadIdentity() loads the identity matrix into the current matrix.
- 4. gluPerspective() changes the current frustum to the specified field of view angle, aspect ratio, and distance to clipping plane.
- 5. glMatrixMode(GL_MODELVIEW) changes the type of matrix used to do operations. The model view works in object space, the (0,0,0) point is the center of the object.
- 6. glMultMatrixf() multiplies the current matrix by the argument. Used for translating.
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