- /*glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
- printf("Width: %d, height: %d\n", width, height);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- gluPerspective( 60 * ((GLfloat)height/(GLfloat)width), (GLfloat)width/(GLfloat)height, 0.1, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\r
-\r
- GLdouble near = 0.1;\r
- GLdouble far = 1000.0;\r
- GLdouble a = (GLfloat)height/(GLfloat)width;\r
- GLdouble fov = 60;\r
- glFrustum( -a*near*tan(fov/2), a*near*tan(fov/2), -a*near*tan(fov/2), a*near*tan(fov/2), near, far )*/\r
- glViewport(0, 0, (GLsizei) w, (GLsizei) h); // what's GLsizei? Why is it called inside glViewPort?\r
- glMatrixMode(GL_PROJECTION); // is it necessary to reset the projection matrix?\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
+ glMatrixMode(GL_PROJECTION);\r