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glScale.xhtml
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<div class="refentry" title="glScale"><a id="glScale"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glScale — multiply the current matrix by a general scaling
matrix</p></div><div class="refsynopsisdiv" title="C Specification"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table"><tr><td><code class="funcdef">void <b class="fsfunc">glScalef</b>(</code></td><td>GLfloat <var class="pdparam">x</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">y</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">z</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table class="funcprototype-table"><tr><td><code class="funcdef">void <b class="fsfunc">glScalex</b>(</code></td><td>GLfixed <var class="pdparam">x</var>, </td></tr><tr><td> </td><td>GLfixed <var class="pdparam">y</var>, </td></tr><tr><td> </td><td>GLfixed <var class="pdparam">z</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Parameters"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term">
<em class="parameter"><code>x</code></em>,
<em class="parameter"><code>y</code></em>,
<em class="parameter"><code>z</code></em>
</span></dt><dd><p>Specify scale factors along the
<em class="parameter"><code>x</code></em>,
<em class="parameter"><code>y</code></em>, and
<em class="parameter"><code>z</code></em> axes, respectively.</p></dd></dl></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p>
<code class="function">glScale</code> produces a nonuniform scaling along the
<em class="parameter"><code>x</code></em>,
<em class="parameter"><code>y</code></em>, and
<em class="parameter"><code>z</code></em>
axes. The three parameters indicate the desired scale factor
along each of the three axes.</p><p>The current matrix (see
<a class="citerefentry" href="glMatrixMode"><span class="citerefentry"><span class="refentrytitle">glMatrixMode</span></span></a>)
is multiplied by this scale matrix, and the product replaces
the current matrix as if <code class="function">glScale</code>
were called with the following matrix as its argument:</p><div class="informalequation"><math overflow="scroll">
<mrow>
<mo>(</mo>
<mtable class="matrix">
<mtr>
<mtd><mi>x</mi></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
</mtr>
<mtr>
<mtd><mn>0</mn></mtd>
<mtd><mi>y</mi></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
</mtr>
<mtr>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mi>z</mi></mtd>
<mtd><mn>0</mn></mtd>
</mtr>
<mtr>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mn>0</mn></mtd>
<mtd><mn>1</mn></mtd>
</mtr>
</mtable>
<mo>)</mo>
</mrow>
</math></div><p>If the matrix mode is either <code class="constant">GL_MODELVIEW</code> or
<code class="constant">GL_PROJECTION</code>, all objects drawn after
<code class="function">glScale</code> is called are scaled.</p><p>Use
<a class="citerefentry" href="glPushMatrix"><span class="citerefentry"><span class="refentrytitle">glPushMatrix</span></span></a>
and
<a class="citerefentry" href="glPopMatrix"><span class="citerefentry"><span class="refentrytitle">glPopMatrix</span></span></a>
to save and restore the unscaled coordinate system.</p></div><div class="refsect1" title="Notes"><a id="notes"></a><h2>Notes</h2><p>If scale factors other than 1 are applied to the
modelview matrix and lighting is enabled, lighting often
appears wrong. In that case, enable automatic normalization of
normals by calling
<a class="citerefentry" href="glEnable"><span class="citerefentry"><span class="refentrytitle">glEnable</span></span></a>
with the argument <code class="constant">GL_NORMALIZE</code>.</p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_MATRIX_MODE</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_MODELVIEW_MATRIX</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PROJECTION_MATRIX</code>
</p><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_TEXTURE_MATRIX</code>
</p></div><div class="refsect1" title="See Also"><a id="seealso"></a><h2>See Also</h2><p>
<a class="citerefentry" href="glEnable"><span class="citerefentry"><span class="refentrytitle">glEnable</span></span></a>,
<a class="citerefentry" href="glMatrixMode"><span class="citerefentry"><span class="refentrytitle">glMatrixMode</span></span></a>,
<a class="citerefentry" href="glMultMatrix"><span class="citerefentry"><span class="refentrytitle">glMultMatrix</span></span></a>,
<a class="citerefentry" href="glPushMatrix"><span class="citerefentry"><span class="refentrytitle">glPushMatrix</span></span></a>,
<a class="citerefentry" href="glRotate"><span class="citerefentry"><span class="refentrytitle">glRotate</span></span></a>,
<a class="citerefentry" href="glTranslate"><span class="citerefentry"><span class="refentrytitle">glTranslate</span></span></a>
</p></div><div class="refsect1" title="Copyright"><a id="copyright"></a><h2>Copyright</h2><p>
Copyright © 2003-2004
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
<a class="ulink" href="https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/" target="_top">https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/</a>.
</p></div></div>