**Name**- glu.Perspective -- set up a perspective projection matrix
**Synopsis**-
glu.Perspective(fovy, aspect, near, far)

**Function**-
`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.

**Inputs**-
*fovy*- specifies the field of view angle, in degrees, in the y direction
*aspect*- 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)
*near*- specifies the distance from the viewer to the near clipping plane (always positive)
*far*- specifies the distance from the viewer to the far clipping plane (always positive)

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