glLoadIdentity();\r
if (w <= h)\r
glFrustum(-near, far, -near,\r
- far, nearClip, farClip);\r
+ far, 1, 100);\r
else\r
glFrustum(-near*((GLfloat) w / (GLfloat) h),\r
- far, near, far, nearClip, farClip);\r
+ far, near, far, 1, 100);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r