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Aspect the aspect ratio the frustum

OpenGL Programming Guide (Addison-Wesley Publishing Company)

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Also, the frustum doesn't have to be symmetrical, and its axis isn't necessarily aligned with the z-axis.

OpenGL Programming Guide (Addison-Wesley Publishing Company)

direction and the aspect ratio of the width to height (x/y). (For a square portion of the screen, the aspect ratio is 1.0.) These two parameters are enough to determine an untruncated pyramid along the line of sight, as shown in . You also specify the distance between the viewpoint and the near and far

GLdouble near, GLdouble far);

Creates a matrix for a symmetric perspective-view frustum and multiplies the current matrix by it. fovy is the angle of the field of view in the x-z plane; its value must be in the range [0.0,180.0]. aspect is the aspect ratio of the frustum, its width divided by its height. near and far values the distances between the viewpoint and the clipping planes, along the negative z-axis. They should always be positive.

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aspect the aspect ratio the frustum
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