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How the fuck do I use gluPerspective

Started by February 14, 2001 09:09 PM
2 comments, last by Hunter-Killer 23 years, 9 months ago
Ok I''ve searched this board for half an hour and I have yet to find anyone actually say how you use this function. THey just say oh use this and it will work. I recall someone posting this in my last topic but it coveniently cant be found. Basically if I was using vec3_t pos for the clients position and the same view rotation as the diput tut what would I pass to the function?
gluPerspective( double fovy, double aspect, double near, double far )

fovy - The angle of the field of view on the y axis in degrees

aspect - Aspect ration of the frustum. Usually ends up being the width of the viewport in pixels divided by the height of the viewport in pixels.

near - near clipping plane

far - far clipping plane

What is the problem?

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Ok thats thats all I wanted was an explanation of what to send as arguments.
There''s this ''Win32 API Reference'' help file out there and it shows how to use every single windows, d3d, and opengl function. Isn''t that just great? I don''t know where your supposed to get it, but it is at the bottom of http://www.bloodshed.net/dev/index.html
in ''Additional help files''. It probably comes with VC but I don''t use it so I really don''t know.
Chess is played by three people. Two people play the game; the third provides moral support for the pawns. The object of the game is to kill your opponent by flinging captured pieces at his head. Since the only piece that can be killed is a pawn, the two armies agree to meet in a pawn-infested area (or even a pawn shop) and kill as many pawns as possible in the crossfire. If the game goes on for an hour, one player may legally attempt to gouge out the other player's eyes with his King.

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