+\r
+ GLdouble near = 0.1;\r
+ GLdouble far = 1000.0;\r
+ GLdouble a = (GLfloat)height/(GLfloat)width;\r
+ GLdouble fov = 60;\r
+ glFrustum( -a*near*tan(fov/2), a*near*tan(fov/2), -a*near*tan(fov/2), a*near*tan(fov/2), near, far )*/\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h); // what's GLsizei? Why is it called inside glViewPort?\r
+ glMatrixMode(GL_PROJECTION); // is it necessary to reset the projection matrix?\r
+ glLoadIdentity();\r
+ if (w <= h) // is this calculation universal, could I use it on another program?\r
+ glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,\r
+ 5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);\r
+\r
+ else\r
+ glOrtho(-5.0*(GLfloat)w/(GLfloat)h,\r
+ 5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);\r
+ glMatrixMode(GL_MODELVIEW); // why do I set to GL_MODELVIEW at the end?\r
+ glLoadIdentity(); // why does it get a reset?\r