GLfloat angle2 = 30; /* in degrees */\r
\r
/* Near and far parameters */\r
-GLfloat near = -10;\r
-GLfloat far = 20;\r
+GLfloat near = -100;\r
+GLfloat far = 100;\r
\r
/* Zoom factor for mouse movements */\r
GLfloat zoomFactor = 1.0;\r
*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
+ /*glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
glMatrixMode(GL_MODELVIEW); \r
- glLoadIdentity();\r
+ glLoadIdentity();*/\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 0.0, 0.0, 10.0, /* eye is at (x,y,z) */\r
+ 0.0, 10.0, 10.0, /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
1.0, /* aspect ratio */\r
near, /* Z near */\r
far /* Z far */\r
- ); \r
+ );\r
\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r