Would anyone explain the difference between glFrustum and gluPerspective? I’ve written a small program where you can travel around a cube in space. I’ve read the section of the red book that talks about translations and rotations, but I don’t see any difference in results when I change the order of rotation and translation commands with glFrustum. However, when I use gluPerspective, everything is as it should be.
Another thing. The farther from the viewpoint is your near clipping plane, the greater is the perspective division, but I can’t figure the distances to near and far clipping planes that produce a nice effect.
Something else again. Is it a good choice to use gluLookAt instead of trying to find a sequence of translations and rotations?
[This message has been edited by Aster (edited 08-31-2000).]