- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
- /*if (w <= h)\r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)h/(GLfloat)w, -100, 100);\r
- else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW); */\r
- glLoadIdentity();\r