glu.Perspective(fovy, aspect, near, far)
glu.Perspective()
specifies a viewing frustum into the world coordinate system. In general, the aspect ratio in
glu.Perspective()
should match the aspect ratio of the associated viewport. For example, aspect = 2.0 means the
viewer's angle of view is twice as wide in x as it is in y. If the viewport is twice as wide as it is tall, it
displays the image without distortion.
The matrix generated by glu.Perspective()
is multipled by the current matrix, just as if gl.MultMatrix()
were called with the generated matrix. To load the perspective matrix onto the current matrix stack instead, precede the call
to glu.Perspective()
with a call to gl.LoadIdentity().
Please consult an OpenGL reference manual for more information.