-void windowReshape(int width, int height) {\r
- 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
+void windowReshape(int w, int h) {\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
+ else\r
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r