glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- //glutReshapeFunc(windowReshape);\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
glutKeyboardFunc(keyboard);\r