* @param w New width\r
* @param h New height\r
*/\r
-/*void windowReshape(int w, int h) {\r
+void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
-}*/\r
+}\r
\r
/**\r
* Called when mouse event occurs\r
* w/s increase/decrease the z\r
* a/d increase/decrease the x\r
* q/e increase/decrease the y\r
+ * z/x increase/decrease the angle\r
* @param key Key pressed\r
* @param x x co-ordinate of mouse\r
* @param y y co-ordinate of mouse\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
gluLookAt(\r
- 100.0, 100.0, 100.0, /* eye is at (x,y,z) */\r
+ 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
);\r
glPushMatrix();\r
glTranslatef(0.0, 1.0, 0.0); // **NOTE: Teapot does not rest on surface\r
glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(100);\r
+ glutSolidTeapot(25);\r
glPopMatrix();\r
\r
// Draw a white ball over the light source\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
+ //gluPerspective(\r
+ // 60.0, /* field of view in degree */\r
+ // 1.0, /* aspect ratio */\r
+ // nearClip, /* Z near */\r
+ // farClip /* Z far */\r
+ // );\r
\r
glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- //glutReshapeFunc(windowReshape);\r
+ glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
glutKeyboardFunc(keyboard);\r