+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w,\r
+ far*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ else\r
+ glFrustum(-near*(GLfloat) w / (GLfloat) h,\r
+ far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip);\r
+ glMatrixMode(GL_MODELVIEW);\r