glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
- float aspect = (float)height / (float)width;\r
- if ( width > height ) aspect = (float)width / (float)height;\r
+ float aspect = (float)width / (float)height;\r
\r
gluPerspective(\r
- 90.0,\r
+ 75.0,\r
aspect,\r
0.1,\r
- 100\r
+ 200\r
);\r
\r
glMatrixMode(GL_MODELVIEW);\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
- glRotatef(45.0, 1.0, 0.0, 0.0);\r
+ glRotatef(75.0, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
glDepthFunc(GL_LEQUAL); // the type\r
glEnable(GL_CULL_FACE);\r
glEnable(GL_TEXTURE_2D);\r
+ glEnable(GL_NORMALIZE);\r
glLineWidth(1.0);\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r