* @param width New width\r
* @param height 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
+ /*glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
printf("Width: %d, height: %d\n", width, height);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- gluPerspective(500 * 60 / height, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\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
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h); // what's GLsizei? Why is it called inside glViewPort?\r
+ glMatrixMode(GL_PROJECTION); // is it necessary to reset the projection matrix?\r
+ glLoadIdentity();\r
+ if (w <= h) // is this calculation universal, could I use it on another program?\r
+ glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,\r
+ 5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);\r
+\r
+ else\r
+ glOrtho(-5.0*(GLfloat)w/(GLfloat)h,\r
+ 5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);\r
+ glMatrixMode(GL_MODELVIEW); // why do I set to GL_MODELVIEW at the end?\r
+ glLoadIdentity(); // why does it get a reset?\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0\r
+ glTranslatef(0.0f,0.0f,-4.0f); // Move into the Screen 10.0\r
\r
glutSolidTeapot(1);\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