Slang is language that takes off its coat, spits on its hands, and goes to work. Concept 4 : Viewport Transformation ================================= Idea ==== void glViewport(x, y, width, height); defines in pixel units the window in which the image is drawn. This drawn window is part (maybe the whole) of the window opened by the windowing system on the terminal screen. 'x' 'y' define the lower left corner of the viewport, and width and height describe the size. Experiment: =========== Move your mouse over the window showing the solitary cube, and click anywhere. Now press the number '2' on the keyboard. We see two cubes. Depress the key 3 on the keyboard 3. Now you should see three cubes rendered in three different viewports. Question: ========= With multiple viewports note the change in the aspect ratio though. Why do you think this happens? Observations ============= The aspect ratio of a viewport should generally be equal to the aspect ratio of the viewing volume. If the two ratios are different, the projected image will be distorted when mapped to the viewport as seen in our examples. Adjust the aspect ratio of the projection transformation to match the viewport to overcome this problem.