far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, -100, 100);\r
+ far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW); \r
glLoadIdentity();\r
}\r