I have been trying to understand the the coordinates of the frustum gluPerspective() creates. In case of glOrtho we explicitly define the coordinate space. for example:
glOrtho(left, right,bottom,top,nearVal, farVal);
tells me what my x,y,z boundaries are, and I can conveniently place objects using
glVertex();
But in case of gluPerspective() I get the frustum but I don't know the the limits of x,y,z coordinates so sometimes when I draw the objects, it is not even in the view.
for example, if i define the frustum like
gluPerspective(45.0f, w/h, 0.1f, 100.0f);
and i draw something like :
glBegin(GL_POLYGON);
glVertex3f(30,30,50);
glVertex3f(-80,20,50);
glVertex3f(60,50,50);
glEnd();
where in the scene would it be? where is the origin located?
also, How the arguments of gluLookat() related to the arguments of gluPerspective();