X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=73dfbafd2a66cd22204ef5c26855b3a64a9a3c7c;hb=a31e9de6a3a56f23ec436d0602341f048c610f85;hp=c176af02f86d3b493fb71498812d7dc3d9b97275;hpb=30b986be5a99a2d26d14566be7902af2acd124c0;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index c176af0..73dfbaf 100644 --- a/scene.c +++ b/scene.c @@ -460,15 +460,16 @@ void makeMenu() { /** * Called when window is resized - * @param w New width - * @param h New height + * @param width New width + * @param height New height */ void windowReshape(int width, int height) { - glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window - glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed - glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up) - 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 - glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly + glViewport(0, 0, (GLsizei)width, (GLsizei)height); + printf("Width: %d, height: %d\n", width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(60 * height % 360, (GLfloat)width / (GLfloat)height, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); } /** @@ -489,16 +490,9 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - glTranslatef(0.0f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 + glTranslatef(0.0f,0.0f,-10.0f); // Move into the Screen 10.0 - - glBegin(GL_QUADS); - glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red - glVertex3f(-1.0f, 1.0f, 0.0f); // Top left - glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right - glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right - glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left - glEnd(); + glutSolidTeapot(1); glutSwapBuffers(); }