X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=890585051301b2e75bce96c1f6b1a404537b5431;hb=1f911126b87d5e8f7788738b970836a6b8ba11c1;hp=824fbec23671974c6dd92a188ab03940b8c3f918;hpb=fffc1dd40d80fcba7713c7322b39d551d328cecf;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index 824fbec..8905850 100644 --- a/scene.c +++ b/scene.c @@ -464,11 +464,24 @@ void makeMenu() { * @param h 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); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + if (width <= height) + gluPerspective(60, (GLfloat)height / (GLfloat)width, 0.1, 1000.0); + else + gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0); + glMatrixMode(GL_MODELVIEW); + + /*glViewport(0, 0, w, h); + glMatrixMode(GL_PROJECTION); /* switch matrix mode + glLoadIdentity(); + if (w <= h) + gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w); + else + gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0); + glMatrixMode(GL_MODELVIEW); /* return to modelview mode */ } /** @@ -489,6 +502,9 @@ 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 + + glBegin(GL_QUADS); glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f(-1.0f, 1.0f, 0.0f); // Top left