glu.Perspective -- set up a perspective projection matrix
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.

specifies the field of view angle, in degrees, in the y direction
specifies the aspect ratio that determines the field of view in the x direction; the aspect ratio is the ratio of x (width) to y (height)
specifies the distance from the viewer to the near clipping plane (always positive)
specifies the distance from the viewer to the far clipping plane (always positive)

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