\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
- 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
+void windowReshape(int width, int height) {\r
+ glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window\r
+ glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed\r
+ glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)\r
+ gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes\r
+ glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly\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
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