- glViewport(0, 0, w, h); // Reset The Current Viewport\r
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
- glLoadIdentity(); // Reset The Projection Matrix\r
-\r
- // Calculate The Aspect Ratio Of The Window\r
- gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);\r
-\r
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
- glLoadIdentity(); // Reset The Modelview Matrix\r
-\r
- /*glViewport(0, 0, w, h);\r
- glMatrixMode(GL_PROJECTION); /* switch matrix mode\r
- glLoadIdentity();\r
- if (w <= h)\r
- gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
- else\r
- gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
- glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+ GLdouble aspect = (GLfloat) h / (GLfloat) w;\r
+ GLdouble n = 10.0;\r
+\r
+ glViewport(0, 0, w, h);\r
+\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
+ glLoadIdentity();\r
+\r
+ if (w <= h) {\r
+ gluOrtho2D(-n, n, -n * aspect, n * aspect);\r
+ } else {\r
+ gluOrtho2D(-n * aspect, n * aspect, -n, n);\r
+ }\r
+\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r