gl.Viewport(x, y, width, height)
gl.Viewport()
specifies the affine transformation of x and y from normalized device coordinates to window
coordinates. Let (xnd, ynd) be normalized device coordinates. Then the window coordinates (xw, yw) are computed
as follows:
xw = (xnd + 1) * (width / 2) + x yw = (ynd + 1) * (height / 2) + y |
Viewport width and height are silently clamped to a range that depends on the implementation. To query this range,
call gl.Get() with argument #GL_MAX_VIEWPORT_DIMS
.
When a GL context is first attached to a window, width and height are set to the dimensions of that window.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_VALUE
is generated if either width
or height
is negative.
#GL_INVALID_OPERATION
is generated if gl.Viewport()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_VIEWPORT
gl.Get() with argument #GL_MAX_VIEWPORT_DIMS