| 
                  Transformation in OpenGL
                   with Examples  | 
            
| 
                   
                      
                     Prof. David Bernstein
                       | 
            
| Computer Science Department | 
| bernstdh@jmu.edu | 
               
            
         
            
         glMatrixMode(GL_MODELVIEW);
                     glMatrixMode(GL_PROJECTION);
                     
         
            
         gluLookAt()
	                    glTranslate*(), 
              glScale*(), glRotate*()
	                    
         
            
         glOrtho(left, right, bottom, top, near, far)
	                    glFrustum(fovy, aspect, zNear, zFar)
	                    fovy is the field of view (in degrees)
              in the \(y\) direction, aspect is
              the aspect ration that determines the FOV in the
              \(x\) direction, zNear is the positive 
              distance from the viewer to the near clipping plane, and 
	      zFar is the positive 
              distance from the viewer to the far clipping plane
              
         
            
         glPushMatrix() and glPopMatrix()) 
              is important and requires careful thought