- glLoadIdentity(); \r
- \r
- gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\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
+ glLoadIdentity();\r
+ gluPerspective(60, 1, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r