- glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window\r
-glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed\r
-glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)\r
-gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes\r
-glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly\r
+ glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
+ printf("Width: %d, height: %d\n", width, height);\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ gluPerspective(60 * height, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r