\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 w, int h) {\r
- /* glViewport(0, 0, w, h); // Reset The Current Viewport\r
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
- glLoadIdentity(); // Reset The Projection Matrix\r
-\r
- // Calculate The Aspect Ratio Of The Window\r
- gluPerspective(45.0f,45.0f,0.1f,100.0f);\r
-\r
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
- glLoadIdentity(); // Reset The Modelview Matrix*/\r
-\r
- glViewport(0, 0, w, h);\r
- glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
+void windowReshape(int width, int height) {\r
+ glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
+ printf("Width: %d, height: %d\n", width, height);\r
+ glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- if (w <= h)\r
- gluOrtho2D(-10.0, 10.0, -10.0 * (GLfloat) h / (GLfloat) w, 10.0 * (GLfloat) h / (GLfloat) w);\r
- else\r
- gluOrtho2D(-10.0 * (GLfloat) w / (GLfloat) h, 10.0 * (GLfloat) w / (GLfloat) h, -10.0, 10.0);\r
- glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+ gluPerspective( (500* 60) / width, 1, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- //glTranslatef(-1.5f, 0.0f, -6.0f);\r
+ glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0\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
+ glutSolidTeapot(1);\r
\r
glutSwapBuffers();\r
}\r