Name
frustum()
Description
Sets a perspective matrix as defined by the parameters.
 
 A frustum is a geometric form: a pyramid with its top cut off. With the
 viewer's eye at the imaginary top of the pyramid, the six planes of the
 frustum act as clipping planes when rendering a 3D view. Thus, any form
 inside the clipping planes is rendered and visible; anything outside those
 planes is not visible.
 
 Setting the frustum has the effect of changing the perspective with
 which the scene is rendered. This can be achieved more simply in many cases
 by using perspective().
 
 Note that the near value must be greater than zero (as the point of the
 frustum "pyramid" cannot converge "behind" the viewer). Similarly, the far
 value must be greater than the near value (as the "far" plane of the frustum
 must be "farther away" from the viewer than the near plane).
 
 Works like glFrustum, except it wipes out the current perspective matrix
 rather than multiplying itself with it.
Examples
- size(400, 400, P3D); noFill(); background(204); frustum(-40, 0, 0, 40, 40, 800); rotateY(PI/6); box(180);![Image output for example 1]() 
Syntax
- frustum(left, right, bottom, top, near, far)
Parameters
- left- (float)left coordinate of the clipping plane
- right- (float)right coordinate of the clipping plane
- bottom- (float)bottom coordinate of the clipping plane
- top- (float)top coordinate of the clipping plane
- near- (float)near component of the clipping plane; must be greater than zero
- far- (float)far component of the clipping plane; must be greater than the near value
Return
- void

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
