X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=scene.c;h=c176af02f86d3b493fb71498812d7dc3d9b97275;hb=30b986be5a99a2d26d14566be7902af2acd124c0;hp=b85ed9f38fd862c8df463e501286d0b3f15e0811;hpb=688788bca476f49c2a198755204816f105267a14;p=atyndall%2Fcits2231.git diff --git a/scene.c b/scene.c index b85ed9f..c176af0 100644 --- a/scene.c +++ b/scene.c @@ -463,25 +463,12 @@ void makeMenu() { * @param w New width * @param h New height */ -void windowReshape(int w, int h) { - glViewport(0, 0, w, h); // Reset The Current Viewport - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - - // Calculate The Aspect Ratio Of The Window - gluPerspective(45.0f,45.0f,0.1f,100.0f); - - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - - /*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 */ +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 } /** @@ -502,7 +489,8 @@ void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); - glTranslatef(-1.5f, 0.0f, -6.0f); + 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