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NAME

       glu -  A part of the standard OpenGL Utility api.

DESCRIPTION

       A part of the standard OpenGL Utility api. See www.opengl.org

       Booleans are represented by integers 0 and 1.

DATA TYPES

         enum() = non_neg_integer():

           See wx/include/gl.hrl or glu.hrl

         matrix()  =  {float(), float(), float(), float(), float(), float(), float(), float(), float(), float(),
         float(), float(), float(), float(), float(), float()}:

         mem() = binary() | tuple():

           Memory block

         vertex() = {float(), float(), float()}:

EXPORTS

       tesselate(Normal, Vs::[Vs]) -> {Triangles, VertexPos}

              Types:

                 Normal = vertex()
                 Vs = vertex()
                 Triangles = [integer()]
                 VertexPos = binary()

              General purpose polygon triangulation. The first argument is the normal and the second a  list  of
              vertex positions. Returned is a list of indecies of the vertices and a binary (64bit native float)
              containing an array of vertex positions, it starts with the vertices in Vs and may  contain  newly
              created vertices in the end.

       build1DMipmapLevels(Target, InternalFormat, Width, Format, Type, Level, Base, Max, Data) -> integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Level = integer()
                 Base = integer()
                 Max = integer()
                 Data = binary()

              Builds a subset of one-dimensional mipmap levels

              glu:build1DMipmapLevels  builds a subset of prefiltered one-dimensional texture maps of decreasing
              resolutions called a mipmap. This is used for the antialiasing of texture mapped primitives.

              A return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned  (see
              glu:errorString/1 ).

              A  series  of mipmap levels from Base to Max is built by decimating Data in half until size 1×1 is
              reached. At each level, each texel in the halved mipmap level is an average of  the  corresponding
              two  texels in the larger mipmap level. gl:texImage1D/8 is called to load these mipmap levels from
              Base to Max . If Max is larger than the highest mipmap level for  the  texture  of  the  specified
              size, then a GLU error code is returned (see glu:errorString/1 ) and nothing is loaded.

              For  example,  if  Level  is 2 and Width is 16, the following levels are possible: 16×1, 8×1, 4×1,
              2×1, 1×1. These correspond to levels 2 through 6 respectively. If Base is 3 and  Max  is  5,  then
              only  mipmap  levels  8×1, 4×1 and 2×1 are loaded. However, if Max is 7, then an error is returned
              and nothing is loaded since Max is larger than the highest mipmap level which is, in this case, 6.

              The highest mipmap level can be derived from the formula log 2(width×2 level).

              See the gl:texImage1D/8 reference page for  a  description  of  the  acceptable  values  for  Type
              parameter.  See  the gl:drawPixels/5 reference page for a description of the acceptable values for
              Level parameter.

              See external documentation.

       build1DMipmaps(Target, InternalFormat, Width, Format, Type, Data) -> integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Data = binary()

              Builds a one-dimensional mipmap

              glu:build1DMipmaps builds a series of  prefiltered  one-dimensional  texture  maps  of  decreasing
              resolutions called a mipmap. This is used for the antialiasing of texture mapped primitives.

              A  return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned (see
              glu:errorString/1 ).

              Initially, the Width of Data is checked to see if it is a power of 2. If not, a copy  of  Data  is
              scaled  up  or  down to the nearest power of 2. (If Width is exactly between powers of 2, then the
              copy of Data will scale upwards.) This copy will be  used  for  subsequent  mipmapping  operations
              described  below.  For  example,  if  Width  is 57, then a copy of Data will scale up to 64 before
              mipmapping takes place.

              Then, proxy textures (see gl:texImage1D/8 ) are used to determine if the  implementation  can  fit
              the requested texture. If not, Width is continually halved until it fits.

              Next,  a  series  of mipmap levels is built by decimating a copy of Data in half until size 1×1 is
              reached. At each level, each texel in the halved mipmap level is an average of  the  corresponding
              two texels in the larger mipmap level.

              gl:texImage1D/8  is  called  to  load each of these mipmap levels. Level 0 is a copy of Data . The
              highest level is (log 2)(width). For example, if Width is 64 and the implementation  can  store  a
              texture  of this size, the following mipmap levels are built: 64×1, 32×1, 16×1, 8×1, 4×1, 2×1, and
              1×1. These correspond to levels 0 through 6, respectively.

              See the gl:texImage1D/8 reference page for a description of the acceptable  values  for  the  Type
              parameter.  See  the gl:drawPixels/5 reference page for a description of the acceptable values for
              the Data parameter.

              See external documentation.

       build2DMipmapLevels(Target, InternalFormat, Width, Height, Format,  Type,  Level,  Base,  Max,  Data)  ->
       integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Level = integer()
                 Base = integer()
                 Max = integer()
                 Data = binary()

              Builds a subset of two-dimensional mipmap levels

              glu:build2DMipmapLevels  builds a subset of prefiltered two-dimensional texture maps of decreasing
              resolutions called a mipmap. This is used for the antialiasing of texture mapped primitives.

              A return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned  (see
              glu:errorString/1 ).

              A  series  of  mipmap  levels  from  Base  to  Max  is built by decimating Data in half along both
              dimensions until size 1×1 is reached. At each level, each texel in the halved mipmap level  is  an
              average  of  the corresponding four texels in the larger mipmap level. (In the case of rectangular
              images, the decimation will ultimately reach an N×1 or 1×N configuration.  Here,  two  texels  are
              averaged instead.) gl:texImage2D/9 is called to load these mipmap levels from Base to Max . If Max
              is larger than the highest mipmap level for the texture of the specified size, then  a  GLU  error
              code is returned (see glu:errorString/1 ) and nothing is loaded.

              For  example,  if  Level  is 2 and Width is 16 and Height is 8, the following levels are possible:
              16×8, 8×4, 4×2, 2×1, 1×1. These correspond to levels 2 through 6 respectively. If Base  is  3  and
              Max  is  5,  then  only  mipmap levels 8×4, 4×2, and 2×1 are loaded. However, if Max is 7, then an
              error is returned and nothing is loaded since Max is larger than the highest  mipmap  level  which
              is, in this case, 6.

              The highest mipmap level can be derived from the formula log 2(max(width height)×2 level).

              See  the  gl:texImage1D/8  reference  page  for  a description of the acceptable values for Format
              parameter. See the gl:drawPixels/5 reference page for a description of the acceptable  values  for
              Type parameter.

              See external documentation.

       build2DMipmaps(Target, InternalFormat, Width, Height, Format, Type, Data) -> integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Data = binary()

              Builds a two-dimensional mipmap

              glu:build2DMipmaps  builds  a  series  of  prefiltered  two-dimensional texture maps of decreasing
              resolutions called a mipmap. This is used for the antialiasing of texture-mapped primitives.

              A return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned  (see
              glu:errorString/1 ).

              Initially,  the  Width  and  Height of Data are checked to see if they are a power of 2. If not, a
              copy of Data (not Data ), is scaled up or down to the nearest power of 2. This copy will  be  used
              for  subsequent  mipmapping  operations  described  below.  (If Width or Height is exactly between
              powers of 2, then the copy of Data will scale upwards.) For example, if Width is 57 and Height  is
              23,  then  a  copy of Data will scale up to 64 in Width and down to 16 in depth, before mipmapping
              takes place.

              Then, proxy textures (see gl:texImage2D/9 ) are used to determine if the  implementation  can  fit
              the  requested  texture.  If  not,  both  dimensions are continually halved until it fits. (If the
              OpenGL version is (<= 1.0, both maximum texture dimensions are clamped to the  value  returned  by
              gl:getBooleanv/1 with the argument ?GLU_MAX_TEXTURE_SIZE .)

              Next,  a  series  of  mipmap  levels  is  built  by  decimating  a copy of Data in half along both
              dimensions until size 1×1 is reached. At each level, each texel in the halved mipmap level  is  an
              average  of  the corresponding four texels in the larger mipmap level. (In the case of rectangular
              images, the decimation will ultimately reach an N×1 or 1×N configuration.  Here,  two  texels  are
              averaged instead.)

              gl:texImage2D/9  is  called  to  load each of these mipmap levels. Level 0 is a copy of Data . The
              highest level is (log 2)(max(width height)). For example, if Width is 64 and Height is 16 and  the
              implementation  can  store  a  texture of this size, the following mipmap levels are built: 64×16,
              32×8, 16×4, 8×2, 4×1, 2×1, and 1×1 These correspond to levels 0 through 6, respectively.

              See the gl:texImage1D/8 reference page for a description  of  the  acceptable  values  for  Format
              parameter.  See  the gl:drawPixels/5 reference page for a description of the acceptable values for
              Type parameter.

              See external documentation.

       build3DMipmapLevels(Target, InternalFormat, Width, Height, Depth, Format, Type, Level, Base,  Max,  Data)
       -> integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Format = enum()
                 Type = enum()
                 Level = integer()
                 Base = integer()
                 Max = integer()
                 Data = binary()

              Builds a subset of three-dimensional mipmap levels

              glu:build3DMipmapLevels   builds  a  subset  of  prefiltered  three-dimensional  texture  maps  of
              decreasing resolutions called a mipmap. This is  used  for  the  antialiasing  of  texture  mapped
              primitives.

              A  return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned (see
              glu:errorString/1 ).

              A series of mipmap levels from Base to Max  is  built  by  decimating  Data  in  half  along  both
              dimensions until size 1×1×1 is reached. At each level, each texel in the halved mipmap level is an
              average of the corresponding eight texels in the larger mipmap  level.  (If  exactly  one  of  the
              dimensions  is 1, four texels are averaged. If exactly two of the dimensions are 1, two texels are
              averaged.) gl:texImage3D/10 is called to load these mipmap levels from Base to Max  .  If  Max  is
              larger  than the highest mipmap level for the texture of the specified size, then a GLU error code
              is returned (see glu:errorString/1 ) and nothing is loaded.

              For example, if Level is 2 and Width is 16, Height is 8 and Depth is 4, the following  levels  are
              possible: 16×8×4, 8×4×2, 4×2×1, 2×1×1, 1×1×1. These correspond to levels 2 through 6 respectively.
              If Base is 3 and Max is 5, then only mipmap levels 8×4×2, 4×2×1, and 2×1×1 are loaded. However, if
              Max  is  7,  then an error is returned and nothing is loaded, since Max is larger than the highest
              mipmap level which is, in this case, 6.

              The highest mipmap level can be derived from the formula log 2(max(width height depth)×2 level).

              See the gl:texImage1D/8 reference page for a description  of  the  acceptable  values  for  Format
              parameter.  See  the gl:drawPixels/5 reference page for a description of the acceptable values for
              Type parameter.

              See external documentation.

       build3DMipmaps(Target, InternalFormat, Width, Height, Depth, Format, Type, Data) -> integer()

              Types:

                 Target = enum()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Format = enum()
                 Type = enum()
                 Data = binary()

              Builds a three-dimensional mipmap

              glu:build3DMipmaps builds a series of prefiltered three-dimensional  texture  maps  of  decreasing
              resolutions called a mipmap. This is used for the antialiasing of texture-mapped primitives.

              A  return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned (see
              glu:errorString/1 ).

              Initially, the Width , Height and Depth of Data are checked to see if they are a power  of  2.  If
              not,  a copy of Data is made and scaled up or down to the nearest power of 2. (If Width , Height ,
              or Depth is exactly between powers of 2, then the copy of Data will scale upwards.) This copy will
              be  used for subsequent mipmapping operations described below. For example, if Width is 57, Height
              is 23, and Depth is 24, then a copy of Data will scale up to 64 in width, down to  16  in  height,
              and up to 32 in depth before mipmapping takes place.

              Then,  proxy  textures (see gl:texImage3D/10 ) are used to determine if the implementation can fit
              the requested texture. If not, all three dimensions are continually halved until it fits.

              Next, a series of mipmap levels is built by decimating a copy of Data  in  half  along  all  three
              dimensions until size 1×1×1 is reached. At each level, each texel in the halved mipmap level is an
              average of the corresponding eight texels in the larger mipmap  level.  (If  exactly  one  of  the
              dimensions  is 1, four texels are averaged. If exactly two of the dimensions are 1, two texels are
              averaged.)

              gl:texImage3D/10 is called to load each of these mipmap levels. Level 0 is a copy of  Data  .  The
              highest  level is (log 2)(max(width height depth)). For example, if Width is 64, Height is 16, and
              Depth is 32, and the implementation can store a texture of this size, the following mipmap  levels
              are built: 64×16×32, 32×8×16, 16×4×8, 8×2×4, 4×1×2, 2×1×1, and 1×1×1. These correspond to levels 0
              through 6, respectively.

              See the gl:texImage1D/8 reference page for a description  of  the  acceptable  values  for  Format
              parameter.  See  the gl:drawPixels/5 reference page for a description of the acceptable values for
              Type parameter.

              See external documentation.

       checkExtension(ExtName, ExtString) -> 0 | 1

              Types:

                 ExtName = string()
                 ExtString = string()

              Determines if an extension name is supported

              glu:checkExtension returns ?GLU_TRUE if ExtName is supported otherwise ?GLU_FALSE is returned.

              This is used to check for the presence for OpenGL, GLU, or GLX  extension  names  by  passing  the
              extension  strings  returned  by  gl:getString/1  , glu:getString/1 , see glXGetClientString , see
              glXQueryExtensionsString, or see glXQueryServerString, respectively, as ExtString .

              See external documentation.

       cylinder(Quad, Base, Top, Height, Slices, Stacks) -> ok

              Types:

                 Quad = integer()
                 Base = float()
                 Top = float()
                 Height = float()
                 Slices = integer()
                 Stacks = integer()

              Draw a cylinder

              glu:cylinder draws a cylinder oriented along the z axis. The base of the cylinder is placed at z =
              0  and  the top at z=height. Like a sphere, a cylinder is subdivided around the z axis into slices
              and along the z axis into stacks.

              Note that if Top is set to 0.0, this routine generates a cone.

              If the orientation is set to ?GLU_OUTSIDE (with glu:quadricOrientation/2  ),  then  any  generated
              normals point away from the z axis. Otherwise, they point toward the z axis.

              If  texturing is turned on (with glu:quadricTexture/2 ), then texture coordinates are generated so
              that t ranges linearly from 0.0 at z = 0 to 1.0 at z = Height , and s ranges from 0.0  at  the  +y
              axis,  to  0.25  at the +x axis, to 0.5 at the -y axis, to 0.75 at the -x axis, and back to 1.0 at
              the +y axis.

              See external documentation.

       deleteQuadric(Quad) -> ok

              Types:

                 Quad = integer()

              Destroy a quadrics object

              glu:deleteQuadric destroys the quadrics object (created with  glu:newQuadric/0  )  and  frees  any
              memory it uses. Once glu:deleteQuadric has been called, Quad cannot be used again.

              See external documentation.

       disk(Quad, Inner, Outer, Slices, Loops) -> ok

              Types:

                 Quad = integer()
                 Inner = float()
                 Outer = float()
                 Slices = integer()
                 Loops = integer()

              Draw a disk

              glu:disk  renders  a  disk  on  the  z  =  0  plane. The disk has a radius of Outer and contains a
              concentric circular hole with a radius of Inner . If Inner is 0, then no hole  is  generated.  The
              disk  is  subdivided  around  the z axis into slices (like pizza slices) and also about the z axis
              into rings (as specified by Slices and Loops , respectively).

              With respect to  orientation,  the  +z  side  of  the  disk  is  considered  to  be  outside  (see
              glu:quadricOrientation/2  ).  This means that if the orientation is set to ?GLU_OUTSIDE , then any
              normals generated point along the +z axis. Otherwise, they point along the -z axis.

              If texturing has been turned on (with glu:quadricTexture/2 ), texture  coordinates  are  generated
              linearly such that where r=outer, the value at (r, 0, 0) is (1, 0.5), at (0, r, 0) it is (0.5, 1),
              at (-r, 0, 0) it is (0, 0.5), and at (0, -r, 0) it is (0.5, 0).

              See external documentation.

       errorString(Error) -> string()

              Types:

                 Error = enum()

              Produce an error string from a GL or GLU error code

              glu:errorString produces an error string from a GL or GLU error code. The string is in ISO Latin 1
              format. For example, glu:errorString(?GLU_OUT_OF_MEMORY) returns the string out of memory.

              The  standard  GLU  error codes are ?GLU_INVALID_ENUM, ?GLU_INVALID_VALUE, and ?GLU_OUT_OF_MEMORY.
              Certain other GLU functions  can  return  specialized  error  codes  through  callbacks.  See  the
              gl:getError/0 reference page for the list of GL error codes.

              See external documentation.

       getString(Name) -> string()

              Types:

                 Name = enum()

              Return a string describing the GLU version or GLU extensions

              glu:getString  returns  a  pointer  to  a  static  string  describing  the  GLU version or the GLU
              extensions that are supported.

              The version number is one of the following forms:

              major_number.minor_numbermajor_number.minor_number.release_number.

              The version string is of the following form:

              version number&lt;space&gt;vendor-specific information

              Vendor-specific information is optional. Its format and contents depend on the implementation.

              The standard GLU contains a basic set of features and capabilities.  If  a  company  or  group  of
              companies  wish to support other features, these may be included as extensions to the GLU. If Name
              is ?GLU_EXTENSIONS, then glu:getString returns a space-separated list of names  of  supported  GLU
              extensions. (Extension names never contain spaces.)

              All strings are null-terminated.

              See external documentation.

       lookAt(EyeX, EyeY, EyeZ, CenterX, CenterY, CenterZ, UpX, UpY, UpZ) -> ok

              Types:

                 EyeX = float()
                 EyeY = float()
                 EyeZ = float()
                 CenterX = float()
                 CenterY = float()
                 CenterZ = float()
                 UpX = float()
                 UpY = float()
                 UpZ = float()

              Define a viewing transformation

              glu:lookAt  creates  a  viewing matrix derived from an eye point, a reference point indicating the
              center of the scene, and an UP vector.

              The matrix maps the reference point to the negative z axis and the eye point to the origin. When a
              typical  projection  matrix  is  used, the center of the scene therefore maps to the center of the
              viewport. Similarly, the direction described by the UP vector projected onto the viewing plane  is
              mapped  to the positive y axis so that it points upward in the viewport. The UP vector must not be
              parallel to the line of sight from the eye point to the reference point.

              Let

              F=(centerX-eyeX centerY-eyeY centerZ-eyeZ)

              Let UP be the vector (upX upY upZ).

              Then normalize as follows: f=F/(||F||)

              UP"=UP/(||UP||)

              Finally, let s=f×UP", and u=s×f.

              M is then constructed as follows: M=(s[0] s[1] s[2] 0 u[0] u[1] u[2] 0-f[0]-f[1]-f[2] 0 0 0 0 1)

              and glu:lookAt is equivalent to glMultMatrixf(M); glTranslated(-eyex, -eyey, -eyez);

              See external documentation.

       newQuadric() -> integer()

              Create a quadrics object

              glu:newQuadric creates and returns a pointer to  a  new  quadrics  object.  This  object  must  be
              referred  to when calling quadrics rendering and control functions. A return value of 0 means that
              there is not enough memory to allocate the object.

              See external documentation.

       ortho2D(Left, Right, Bottom, Top) -> ok

              Types:

                 Left = float()
                 Right = float()
                 Bottom = float()
                 Top = float()

              Define a 2D orthographic projection matrix

              glu:ortho2D sets up a two-dimensional orthographic viewing region. This is equivalent  to  calling
              gl:ortho/6 with near=-1 and far=1.

              See external documentation.

       partialDisk(Quad, Inner, Outer, Slices, Loops, Start, Sweep) -> ok

              Types:

                 Quad = integer()
                 Inner = float()
                 Outer = float()
                 Slices = integer()
                 Loops = integer()
                 Start = float()
                 Sweep = float()

              Draw an arc of a disk

              glu:partialDisk renders a partial disk on the z=0 plane. A partial disk is similar to a full disk,
              except that only the subset of the disk from Start through Start +  Sweep  is  included  (where  0
              degrees  is along the +f2yf axis, 90 degrees along the +x axis, 180 degrees along the -y axis, and
              270 degrees along the -x axis).

              The partial disk has a radius of Outer and contains a concentric circular hole with  a  radius  of
              Inner . If Inner is 0, then no hole is generated. The partial disk is subdivided around the z axis
              into slices (like pizza slices) and also about the z axis into rings (as specified by  Slices  and
              Loops , respectively).

              With  respect  to  orientation,  the  +z side of the partial disk is considered to be outside (see
              glu:quadricOrientation/2 ). This means that if the orientation is set to  ?GLU_OUTSIDE,  then  any
              normals generated point along the +z axis. Otherwise, they point along the -z axis.

              If texturing is turned on (with glu:quadricTexture/2 ), texture coordinates are generated linearly
              such that where r=outer, the value at (r, 0, 0) is (1.0, 0.5), at (0, r, 0) it is (0.5,  1.0),  at
              (-r, 0, 0) it is (0.0, 0.5), and at (0, -r, 0) it is (0.5, 0.0).

              See external documentation.

       perspective(Fovy, Aspect, ZNear, ZFar) -> ok

              Types:

                 Fovy = float()
                 Aspect = float()
                 ZNear = float()
                 ZFar = float()

              Set up a perspective projection matrix

              glu:perspective  specifies  a  viewing  frustum  into the world coordinate system. In general, the
              aspect ratio in glu:perspective should match the aspect ratio  of  the  associated  viewport.  For
              example,  aspect=2.0  means the viewer's angle of view is twice as wide in x as it is in y. If the
              viewport is twice as wide as it is tall, it displays the image without distortion.

              The matrix  generated  by  glu:perspective  is  multipled  by  the  current  matrix,  just  as  if
              gl:multMatrixd/1  were  called  with the generated matrix. To load the perspective matrix onto the
              current matrix stack instead, precede the call to glu:perspective with a call to gl:loadIdentity/0
              .

              Given f defined as follows:

              f=cotangent(fovy/2) The generated matrix is

              (f/aspect 0 0 0 0 f 0 0 0 0(zFar+zNear)/(zNear-zFar)(2×zFar×zNear)/(zNear-zFar) 0 0 -1 0)

              See external documentation.

       pickMatrix(X, Y, DelX, DelY, Viewport) -> ok

              Types:

                 X = float()
                 Y = float()
                 DelX = float()
                 DelY = float()
                 Viewport = {integer(), integer(), integer(), integer()}

              Define a picking region

              glu:pickMatrix  creates a projection matrix that can be used to restrict drawing to a small region
              of the viewport. This is typically useful to determine what  objects  are  being  drawn  near  the
              cursor.  Use  glu:pickMatrix  to restrict drawing to a small region around the cursor. Then, enter
              selection mode (with gl:renderMode/1 ) and rerender the scene. All primitives that would have been
              drawn near the cursor are identified and stored in the selection buffer.

              The   matrix   created  by  glu:pickMatrix  is  multiplied  by  the  current  matrix  just  as  if
              gl:multMatrixd/1 is called with the generated matrix. To effectively use the generated pick matrix
              for  picking,  first call gl:loadIdentity/0 to load an identity matrix onto the perspective matrix
              stack. Then call glu:pickMatrix, and, finally, call a command  (such  as  glu:perspective/4  )  to
              multiply the perspective matrix by the pick matrix.

              When   using   glu:pickMatrix   to  pick  NURBS,  be  careful  to  turn  off  the  NURBS  property
              ?GLU_AUTO_LOAD_MATRIX. If ?GLU_AUTO_LOAD_MATRIX is not turned off, then any NURBS surface rendered
              is  subdivided  differently  with  the pick matrix than the way it was subdivided without the pick
              matrix.

              See external documentation.

       project(ObjX, ObjY, ObjZ, Model, Proj, View) -> {integer(), WinX::float(), WinY::float(), WinZ::float()}

              Types:

                 ObjX = float()
                 ObjY = float()
                 ObjZ = float()
                 Model = matrix()
                 Proj = matrix()
                 View = {integer(), integer(), integer(), integer()}

              Map object coordinates to window coordinates

              glu:project transforms the specified object coordinates into window coordinates using Model , Proj
              ,  and  View  .  The  result  is  stored  in  WinX , WinY , and WinZ . A return value of ?GLU_TRUE
              indicates success, a return value of ?GLU_FALSE indicates failure.

              To compute the coordinates, let v=(objX objY objZ 1.0) represented as a matrix with 4 rows  and  1
              column. Then glu:project computes v" as follows:

              v"=P×M×v

              where  P  is  the current projection matrix Proj and M is the current modelview matrix Model (both
              represented as 4×4 matrices in column-major order).

              The window coordinates are then computed as follows:

              winX=view(0)+view(2)×(v"(0)+1)/2

              winY=view(1)+view(3erl)×(v"(1)+1)/2

              winZ=(v"(2)+1)/2

              See external documentation.

       quadricDrawStyle(Quad, Draw) -> ok

              Types:

                 Quad = integer()
                 Draw = enum()

              Specify the draw style desired for quadrics

              glu:quadricDrawStyle specifies the draw style for quadrics rendered with Quad . The  legal  values
              are as follows:

              ?GLU_FILL:   Quadrics  are  rendered  with  polygon  primitives.  The  polygons  are  drawn  in  a
              counterclockwise fashion with respect to their normals (as defined  with  glu:quadricOrientation/2
              ).

              ?GLU_LINE: Quadrics are rendered as a set of lines.

              ?GLU_SILHOUETTE:  Quadrics  are  rendered as a set of lines, except that edges separating coplanar
              faces will not be drawn.

              ?GLU_POINT: Quadrics are rendered as a set of points.

              See external documentation.

       quadricNormals(Quad, Normal) -> ok

              Types:

                 Quad = integer()
                 Normal = enum()

              Specify what kind of normals are desired for quadrics

              glu:quadricNormals specifies what kind of normals are desired for quadrics rendered  with  Quad  .
              The legal values are as follows:

              ?GLU_NONE: No normals are generated.

              ?GLU_FLAT: One normal is generated for every facet of a quadric.

              ?GLU_SMOOTH: One normal is generated for every vertex of a quadric. This is the initial value.

              See external documentation.

       quadricOrientation(Quad, Orientation) -> ok

              Types:

                 Quad = integer()
                 Orientation = enum()

              Specify inside/outside orientation for quadrics

              glu:quadricOrientation  specifies  what  kind of orientation is desired for quadrics rendered with
              Quad . The Orientation values are as follows:

              ?GLU_OUTSIDE: Quadrics are drawn with normals pointing outward (the initial value).

              ?GLU_INSIDE: Quadrics are drawn with normals pointing inward.

              Note that the interpretation of outward and inward depends on the quadric being drawn.

              See external documentation.

       quadricTexture(Quad, Texture) -> ok

              Types:

                 Quad = integer()
                 Texture = 0 | 1

              Specify if texturing is desired for quadrics

              glu:quadricTexture specifies if texture coordinates should be generated for quadrics rendered with
              Quad  .  If  the  value  of  Texture  is ?GLU_TRUE, then texture coordinates are generated, and if
              Texture is ?GLU_FALSE, they are not. The initial value is ?GLU_FALSE.

              The manner in which texture coordinates are generated depends upon the specific quadric rendered.

              See external documentation.

       scaleImage(Format, WIn, HIn, TypeIn, DataIn, WOut, HOut, TypeOut, DataOut) -> integer()

              Types:

                 Format = enum()
                 WIn = integer()
                 HIn = integer()
                 TypeIn = enum()
                 DataIn = binary()
                 WOut = integer()
                 HOut = integer()
                 TypeOut = enum()
                 DataOut = mem()

              Scale an image to an arbitrary size

              glu:scaleImage scales a pixel image using the appropriate pixel store modes to  unpack  data  from
              the source image and pack data into the destination image.

              When  shrinking  an  image, glu:scaleImage uses a box filter to sample the source image and create
              pixels for the destination image. When magnifying an image, the pixels from the source  image  are
              linearly interpolated to create the destination image.

              A  return  value  of  zero  indicates  success,  otherwise  a  GLU  error  code  is  returned (see
              glu:errorString/1 ).

              See the gl:readPixels/7 reference page for a description of the acceptable values for the Format ,
              TypeIn , and TypeOut parameters.

              See external documentation.

       sphere(Quad, Radius, Slices, Stacks) -> ok

              Types:

                 Quad = integer()
                 Radius = float()
                 Slices = integer()
                 Stacks = integer()

              Draw a sphere

              glu:sphere draws a sphere of the given radius centered around the origin. The sphere is subdivided
              around the z axis into slices and along the z axis into stacks (similar to lines of longitude  and
              latitude).

              If  the  orientation  is  set  to  ?GLU_OUTSIDE (with glu:quadricOrientation/2 ), then any normals
              generated point away from the center of the sphere. Otherwise, they point toward the center of the
              sphere.

              If  texturing is turned on (with glu:quadricTexture/2 ), then texture coordinates are generated so
              that t ranges from 0.0 at z=-radius to 1.0 at z=radius (t increases  linearly  along  longitudinal
              lines),  and  s  ranges from 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to
              0.75 at the -x axis, and back to 1.0 at the +y axis.

              See external documentation.

       unProject(WinX,  WinY,  WinZ,  Model,  Proj,   View)   ->   {integer(),   ObjX::float(),   ObjY::float(),
       ObjZ::float()}

              Types:

                 WinX = float()
                 WinY = float()
                 WinZ = float()
                 Model = matrix()
                 Proj = matrix()
                 View = {integer(), integer(), integer(), integer()}

              Map window coordinates to object coordinates

              glu:unProject  maps  the specified window coordinates into object coordinates using Model , Proj ,
              and View . The result is stored in ObjX , ObjY , and ObjZ . A return value of ?GLU_TRUE  indicates
              success; a return value of ?GLU_FALSE indicates failure.

              To  compute  the  coordinates  (objX  objY  objZ),  glu:unProject multiplies the normalized device
              coordinates by the inverse of Model * Proj as follows:

              (objX objY objZ W)=INV(P M) ((2(winX-view[0]))/(view[2])-1(2(winY-view[1]))/(view[3])-1  2(winZ)-1
              1) INV denotes matrix inversion. W is an unused variable, included for consistent matrix notation.

              See external documentation.

       unProject4(WinX,  WinY,  WinZ,  ClipW,  Model, Proj, View, NearVal, FarVal) -> {integer(), ObjX::float(),
       ObjY::float(), ObjZ::float(), ObjW::float()}

              Types:

                 WinX = float()
                 WinY = float()
                 WinZ = float()
                 ClipW = float()
                 Model = matrix()
                 Proj = matrix()
                 View = {integer(), integer(), integer(), integer()}
                 NearVal = float()
                 FarVal = float()

              See unProject/6

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                                                    wx 1.1.1                                           glu(3erl)