glScale — multiply the current matrix by a general scaling matrix
void glScalef( | GLfloat x, |
GLfloat y, | |
GLfloat z) ; |
void glScalex( | GLfixed x, |
GLfixed y, | |
GLfixed z) ; |
glScale
produces a nonuniform scaling along the
x
,
y
, and
z
axes. The three parameters indicate the desired scale factor
along each of the three axes.
The current matrix (see
glMatrixMode)
is multiplied by this scale matrix, and the product replaces
the current matrix as if glScale
were called with the following matrix as its argument:
If the matrix mode is either GL_MODELVIEW
or
GL_PROJECTION
, all objects drawn after
glScale
is called are scaled.
Use glPushMatrix and glPopMatrix to save and restore the unscaled coordinate system.
If scale factors other than 1 are applied to the
modelview matrix and lighting is enabled, lighting often
appears wrong. In that case, enable automatic normalization of
normals by calling
glEnable
with the argument GL_NORMALIZE
.
glGet with argument GL_MATRIX_MODE
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
Copyright © 2003-2004 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.