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Subsections
- void glDepthRange(GLclampf n, GLclampf f)
- void glFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat
top, GLfloat znear, GLfloat zfar)
- void glLoadIdentity(void)
- void glLoadMatrixf(const GLfloat *m)
- void glLoadTransposeMatrixf(const GLfloat *m)
- void glMatrixMode(GLenum mode)
- void glMultMatrixf(const GLfloat *m)
- void glMultTransposeMatrixf(const GLfloat *m)
- void glOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat
top, GLfloat znear, GLfloat zfar)
- void glPopMatrix(void)
- void glPushMatrix(void)
- void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
- void glScalef(GLfloat x, GLfloat y, GLfloat z)
- void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
- void glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
- void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat
centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz)
- void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear,
GLfloat zFar)
We can't access the PVR's depth buffer directly, but the values are
used during viewport transformation.
Load an arbitrary matrix into the current matrix.
Stack mode |
Stack size |
GL_MODELVIEW |
32 |
GL_PROJECTION |
2 |
GL_TEXTURE |
2 |
Mulitply the current matrix by an arbitrary matrix.
As of KOS-1.1.7 the angle is in degrees. In prior versions
the angle was expressed in radians.
The default values are automatically set during glKosInit( ) and are
determined by the current video mode. You can of course choose your
own values and KGL will render to the defined rectangle. The defined
area will not be clipped. To clip the defined rectangle you will need
to use glScissors( ).
Next: Direct Render
Up: KGL API
Previous: Texture functions
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Dan Potter
2002-07-29