glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-1.0, 1.0, -1.0*(GLfloat) h / (GLfloat) w,\r
- 1.0*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w,\r
+ far*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
else\r
- glFrustum(-1.0*(GLfloat) w / (GLfloat) h,\r
- 1.0*(GLfloat) w / (GLfloat) h, -1.0, 1.0, nearClip, farClip);\r
+ glFrustum(-near*(GLfloat) w / (GLfloat) h,\r
+ far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r
\r
glMatrixMode(GL_MODELVIEW);\r
gluLookAt(\r
- 0.0, 35.0, -20.0, /* eye is at (x,y,z) */\r
- 0.0, 10.0, 0.0, /* center is at (x,y,z) */\r
+ 0.0, 8.0, 30.0, /* 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
\r