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><head><title>glScale</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glRotate.3G.xml" title="glRotate"/><link rel="next" href="glScissor.3G.xml" title="glScissor"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glScale</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glRotate.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glScissor.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glScale.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glScale.3G-name"/><h2>Name</h2><p>glScaled, glScalef &#8212; multiply the current matrix by a general scaling matrix</p></div><div class="refsynopsisdiv"><a name="glScale.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glScaled</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLdouble <i><tt>x</tt></i>, GLdouble <i><tt>y</tt></i>, GLdouble <i><tt>z</tt></i>);</code></td></tr><tr><td valign="top"><code>void <tt>glScalef</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLfloat <i><tt>x</tt></i>, GLfloat <i><tt>y</tt></i>, GLfloat <i><tt>z</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glScale.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glScaled</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i>) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glScalef</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glScale.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>z</tt></i></span></dt><dd>
						Specify scale factors along the <i><tt>x</tt></i>, <i><tt>y</tt></i>, and
						<i><tt>z</tt></i> axes, respectively.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glScale.3G-description"/><h2>Description</h2><p>
			<tt>glScale</tt> produces a nonuniform scaling along the <i><tt>x</tt></i>,
			<i><tt>y</tt></i>, and <i><tt>z</tt></i> axes. The three parameters indicate the desired scale factor
			along each of the three axes.
		</p><p>
			The current matrix (see <a href="glMatrixMode.3G.xml">glMatrixMode</a>) is multiplied by this scale matrix, and the product replaces the current matrix as if <tt>glScale</tt> were called with the following matrix as its argument:
		</p><p>
			</p><div class="informalequation"><mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" mode="display" overflow="scroll">
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						<mml:mo>(</mml:mo>
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								<mml:mtd columnalign="center">
									<mml:mi>x</mml:mi>
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									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
							</mml:mtr>
							<mml:mtr>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mi>y</mml:mi>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
							</mml:mtr>
							<mml:mtr>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mi>z</mml:mi>
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								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
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							<mml:mtr>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>0</mml:mn>
								</mml:mtd>
								<mml:mtd columnalign="center">
									<mml:mn>1</mml:mn>
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							</mml:mtr>
						</mml:mtable>
						<mml:mo>)</mml:mo>
					</mml:mrow>
				</mml:math></div><p>If the matrix mode is either <tt>GL_MODELVIEW</tt> or
			<tt>GL_PROJECTION</tt>, all objects drawn after <tt>glScale</tt> is called
			are scaled.
		</p><p>
			Use <a href="glPushMatrix.3G.xml"><tt>glPushMatrix</tt></a> and <a href="glPushMatrix.3G.xml"><tt>glPopMatrix</tt></a> to
			save and restore the unscaled coordinate system.
		</p></div><div class="refsect1" lang="en"><a name="glScale.3G-notes"/><h2>Notes</h2><p>
			If scale factors other than 1 are applied to the modelview matrix and lighting is enabled, lighting often appears
			wrong. In that case, enable automatic normalization of normals by calling <a href="glEnable.3G.xml"><tt>glEnable</tt></a> with the argument <tt>GL_NORMALIZE</tt>.
		</p></div><div class="refsect1" lang="en"><a name="glScale.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glScale</tt> is executed
			between the execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glScale.3G-associated_gets"/><h2>Associated Gets</h2><p>
			<tt>glGet</tt> with argument <tt>GL_MATRIX_MODE</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_COLOR_MATRIX</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_MODELVIEW_MATRIX</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_PROJECTION_MATRIX</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_TEXTURE_MATRIX</tt>
		</p></div><div class="refsect1" lang="en"><a name="glScale.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glMatrixMode.3G.xml">glMatrixMode</a>, <a href="glMultMatrix.3G.xml">glMultMatrix</a>, <a href="glPushMatrix.3G.xml">glPushMatrix</a>, <a href="glRotate.3G.xml">glRotate</a>, <a href="glTranslate.3G.xml">glTranslate</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glRotate.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glScissor.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glRotate </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glScissor</td></tr></table></div></body></html>
