glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
- glMatrixMode(GL_MODELVIEW); \r
+ far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
+ glMatrixMode(GL_MODELVIEW);\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
- glRotatef(30.0, 1.0, 0.0, 0.0);\r
+ glRotatef(20, 1.0, 0.0, 0.0);\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
60.0, /* field of view in degree */\r
1.0, /* aspect ratio */\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r