pike.git / lib / modules / GLU.pmod

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pike.git/lib/modules/GLU.pmod:1:   /* -  * $Id: GLU.pmod,v 1.11 2002/06/28 16:53:12 nilsson Exp $ +  * $Id: GLU.pmod,v 1.12 2003/04/01 17:42:02 nilsson Exp $    *    * GL Utilities module.    */      #pike __REAL_VERSION__      //! The GL Utilities module is a partial implementation of the   //! GLU library. This module only contains functions that someone   //! at some point actually needed to get his work done. If you   //! need a GLU function that isn't in here, copy the C code from
pike.git/lib/modules/GLU.pmod:32:   //! projection matrix is used, the center of the scene maps to the   //! center of the viewport. Similarly, the direction described by the   //! up vector projected onto the viewing plane is mapped to the positive   //! y axis so that it points upward in the viewport. The up vector must   //! not be parallel to the line of sight from the eye to the reference   //! point.   //!   //! The matrix generated by gluLookAt postmultiplies the current matrix.   //!   //! The relation between the matrix objects and the float values are - //! @code{ Math.Matrix eye = Math.Matrix( ({ eyex, eyey, eyez }) ); @} + //! @code + //! Math.Matrix eye = Math.Matrix( ({ eyex, eyey, eyez }) ); + //! @endcode   //!   //! @seealso   //! @[GL.glFrustum], @[gluPerspective]   void gluLookAt(float|object eye,float|object center,float|object up,    float ... old_api)   {    Math.Matrix x,y,z;    float mag;       if (!objectp(eye))
pike.git/lib/modules/GLU.pmod:77:    0.0, 0.0, 0.0, 1.0 })/4)*({});       glMultMatrix( m );       /* Translate Eye to Origin */    glTranslate( ((array)(-1*eye))[0] );   }      //! gluOrtho2D sets up a two-dimensional orthographic viewing region.   //! This is equivalent to calling - //! @code{ glOrtho(left, right, bottom, top, -1.0, 1.0); @} + //! @code + //! glOrtho(left, right, bottom, top, -1.0, 1.0); + //! @endcode   //! @fixme - //! The GLU manual says glOrtho(a,b,c,d, 0, 1). + //! The GLU manual says @expr{glOrtho(a,b,c,d, 0, 1)@}.   //! @seealso   //! @[GL.glOrtho], @[gluPerspective]   void gluOrtho2D(float left, float right,    float bottom, float top)   {    glOrtho( left, right, bottom, top, -1.0, 1.0 );   }      //! gluPerspective specifies a viewing frustum into the world coordinate   //! system. In general, the aspect ratio in gluPerspective should match