投影变换的最终目的是定义一个视景体,视景体有两个用途,首先,视景体是决定一个物体是如何映射到屏幕的,
其次,视景体定义了哪些物体(或物体的一部分)被裁剪到最终的图像之外
1.透视投影
void glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
void APIENTRY gluPerspective ( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar); //fovy:角度 aspect:纵横比 zNear:观测点与近侧裁剪截面的距离 zFar:与远侧裁剪截面的距离 gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
2.正射投影
void APIENTRY glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
void APIENTRY gluOrtho2D ( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top);
《高效学习OpenGL》之 投影变换 glFrustum(),gluPerspective(),glOrtho(),gluOrtho2D()
原文:http://blog.csdn.net/biggbang/article/details/19414437