* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- GLfloat aspect = (GLfloat) h / (GLfloat) w;\r
- GLdouble n = 10.0;\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
\r
- glViewport(0, 0, w, h);\r
-\r
- glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
+ glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
-\r
- if (w <= h) {\r
- gluOrtho2D(-n, n, -n * aspect, n * aspect);\r
- } else {\r
- gluOrtho2D(-n * aspect, n * aspect, -n, n);\r
- }\r
-\r
- glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
+ else\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, 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