+ // **NOTE: Currently the perspective and look-at code is static, for testing purposes\r
+ glMatrixMode(GL_PROJECTION);\r
+ gluPerspective(\r
+ 40.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ 1.0, /* Z near */ // **NOTE: Seems to be issue with near < 0 causing invisible everything\r
+ 100.0 /* Z far */\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, 1.0, 0.0 /* up is in postivie Y direction */\r
+ );\r
+\r