- 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
+ /*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 * ((GLfloat)height/(GLfloat)width), (GLfloat)width/(GLfloat)height, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+\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