* @param w New width\r
* @param h New height\r
*/\r
-void windowReshape(int width, int height) {\r
- glViewport(0, 0, (GLsizei)width, (GLsizei)height); \r
+void windowReshape(int w, int h) {\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity(); \r
- \r
- if (width <= height)\r
- gluPerspective(60, (GLfloat)width / (GLfloat) height, 0.1, 1000.0);\r
+ glLoadIdentity();\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
else\r
- gluPerspective(60, (GLfloat)height / (GLfloat) width, 0.1, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\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
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0\r
-\r
-\r
+ glTranslatef(0.0f, 0.0f, 0.0f);\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
+ glVertex3f(-1.0f, 1.0f, 0.0f);\r
+ glVertex3f( 1.0f, 1.0f, 0.0f);\r
+ glVertex3f( 1.0f,-1.0f, 0.0f);\r
+ glVertex3f(-1.0f,-1.0f, 0.0f);\r
glEnd();\r
\r
+\r
+ glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
+ glutSolidTeapot(1);\r
+\r
glutSwapBuffers();\r
}\r
\r
glutInitWindowSize(500, 500);\r
glutCreateWindow("Scene Editor");\r
\r
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- glClearDepth(1.0f); // Depth Buffer Setup\r
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do\r
+ glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
+ glClearDepth(1.0f); // Depth Buffer Setup\r
+ glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
+ glDepthFunc(GL_LEQUAL); // the type\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
glutMouseFunc(mouse);\r
\r
makeMenu();\r
+\r
+ glMatrixMode(GL_PROJECTION);\r
+ glLoadIdentity();\r
+ gluPerspective( 60, 1, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+\r
glutMainLoop();\r
}\r