* @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
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- nearClip, /* Z near */\r
- farClip /* Z far */\r
- );\r
- /*if (w <= h)\r
+ if (w <= h) \r
glOrtho(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
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW); */\r
+ glMatrixMode(GL_MODELVIEW);\r
glLoadIdentity();\r
-}\r
+}*/\r
\r
/**\r
* Called when mouse event occurs\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
- 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
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
+ gluPerspective(\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ near, /* Z near */\r
+ far /* Z far */\r
+ );\r
\r
+ glMatrixMode(GL_MODELVIEW);\r
+ glLoadIdentity();\r
+\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
\r
\r
\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
}\r
\r
/**\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
\r
- glutReshapeFunc(windowReshape);\r
+ //glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r
glutMotionFunc(motion);\r