\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
- GLdouble aspect = (GLfloat) h / (GLfloat) w;\r
- GLdouble n = 10.0;\r
-\r
- glViewport(0, 0, w, h);\r
-\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
-\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
+ gluPerspective( 60 * ((GLfloat)height/(GLfloat)width), (GLfloat)width/(GLfloat)height, 0.1, 1000.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+\r
+ GLdouble near = 0.1;\r
+ GLdouble far = 1000.0;\r
+ GLdouble a = (GLfloat)height/(GLfloat)width;\r
+ GLdouble fov = 60;\r
+ glFrustum( -a*near*tan(fov/2), a*near*tan(fov/2), -a*near*tan(fov/2), a*near*tan(fov/2), near, far )*/\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
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