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1)Name:

glutWireCube
Syntax:
void glutWireCube(GLdouble size);
Arguments:
Size (Length of each edge).
Description:
glutWireCube render wireframe cube. The cube is centered at the modeling
coordinates origin with sides of length size.

2)Name:
glLoadIdentity
Syntax:
void glLoadIdentity(void);
Description:
glLoadIdentity replaces the current matrix with the identity matrix. It is
semantically equivalent to calling glLoadMatrix with the identity matrix but in
some cases it is more efficient.

3)Name:
glutWireTeapot
Syntax:
void glutWireTeapot(GLdouble size);
Arguments:
size (Relative size of the teapot).
Description:
glutWireTeapot render a solid or wireframe teapot respectively.Both surface
normals and texture coordinates for the teapot are generated. The teapot is
generated with OpenGL evaluators.

4)Name:
glutSolidSphere render a solid sphere.
Syntax:
void glutSolidSphere(GLdouble radius,GLint slices, GLint stacks);
Arguments:
radius The radius of the sphere.
slices The number of subdivisions around the Z axis
(similar to lines of longitude).
stacks The number of subdivisions along the Z axis
(similar to lines of latitude).
Description:
Renders a sphere centered at the modeling coordinates origin of the specified
radius.The sphere is subdivided around the Z axis into slices and along the Z axis
into stacks.

5)Name:
glutWireSphere - render a wire frame sphere.
Syntax:
void glutWireSphere(GLdouble radius, GLint slices, GLint stacks);
Arguments:
radius The radius of the sphere.

slices The number of subdivisions around the Z axis


(similar to lines of longitude).

stacks The number of subdivisions along the Z axis


(similar to lines of latitude).
Description:
Renders a sphere centered at the modeling coordinates origin of the specified
radius. The sphere is subdivided around the Z axis into slices and along the Z axis
into stacks.

6)Name:
gluLookAt
Syntax:
void gluLookAt (GLdouble eyeX,
GLdouble eyeY,
GLdouble eyeZ,
GLdouble centerX,
GLdouble centerY,
GLdouble centerZ,
GLdouble upX,
GLdouble upY,
GLdouble upZ);
Arguments:
eyeX, eyeY, eyeZ
Specifies the position of the eye point.

centerX, centerY, centerZ


Specifies the position of the reference point.

upX, upY, upZ


Specifies the direction of the up vector.
Description:
gluLookAt creates a viewing matrix derived from an eye point, a reference point
indicating the center
of the scene, and an UP vector. The matrix maps the reference point to the negative
z axis and the
eye point to the origin. When a typical projection matrix is used, the center of the
scene therefore
maps to the center of the viewport. Similarly, the direction described by the UP
vector projected onto theviewing plane is mapped to the positive y axis so that it
points upward in the viewport. The UP vector mustnot be parallel to the line of
sight from the eye point to the reference point.

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