\r
/**\r
* Called when window is resized\r
- * @param w New width\r
- * @param h New height\r
+ * @param width New width\r
+ * @param height New height\r
*/\r
void windowReshape(int width, int height) {\r
- glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window\r
- glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed\r
- glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)\r
- gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes\r
- glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly\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 * height % 180, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glBegin(GL_QUADS);\r
- glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
- glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
- glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
- glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
- glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left\r
- glEnd();\r
+ glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0\r
+\r
+ glutSolidTeapot(1);\r
\r
glutSwapBuffers();\r
}\r