GL.glScale produces a nonuniform scaling along the x, y, and
z axes.
The three parameters indicate the desired scale factor along
each of the three axes.
The current matrix
(see GL.glMatrixMode)
is multiplied by this scale matrix,
and the product replaces the current matrix
as if GL.glScale were called with the following matrix
as its argument:
.ce
.EQ
left ( ~ down 20 matrix {
ccol { ~"x" above ~0 above ~0 above ~0 }
ccol { ~0 above ~"y" above ~0 above ~0 }
ccol { ~0 above ~0 above ~"z" above ~0 }
ccol { ~0 above ~0 above ~0 above ~1}
} ~~ right )
.EN
.sp
If the matrix mode is either GL_MODELVIEW or GL_PROJECTION,
all objects drawn after GL.glScale is called are scaled.
Use GL.glPushMatrix and GL.glPopMatrix to save and restore
the unscaled coordinate system.