glScaled, glScalef - multiply the current matrix by a general scaling matrix
void glScaled( GLdouble x, GLdouble y, GLdouble z ) void glScalef( GLfloat x, GLfloat y, GLfloat z )
x, y, z Specify scale factors along the x, y, and z axes, respectively.
glScale produces a general scaling along the x, y, and z axes. The three arguments indicate the desired scale factors along each of the three axes. The resulting matrix is | x 0 0 0 | | | | 0 y 0 0 | | | | 0 0 z 0 | | | | 0 0 0 1 | The current matrix (see glMatrixMode) is multiplied by this scale matrix, with the product replacing the current matrix. That is, if M is the current matrix and S is the scale matrix, then M is replaced with M · S. If the matrix mode is either GL_MODELVIEW or GL_PROJECTION, all objects drawn after glScale is called are scaled. Use glPushMatrix and glPopMatrix to save and restore the unscaled coordinate system.
If scale factors other than 1.0 are applied to the modelview matrix and lighting is enabled, automatic normalization of normals should probably also be enabled (glEnable and glDisable with argument GL_NORMALIZE).
GL_INVALID_OPERATION is generated if glScale is executed between the execution of glBegin and the corresponding execution of glEnd.
glGet with argument GL_MATRIX_MODE glGet with argument GL_MODELVIEW_MATRIX glGet with argument GL_PROJECTION_MATRIX glGet with argument GL_TEXTURE_MATRIX
glMatrixMode, glMultMatrix, glPushMatrix, glRotate, glTranslate
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Last Edited: Tue, May 23, 1995