glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-nearClip, farClip, -nearClip*(GLfloat) h / (GLfloat) w,\r
- farClip*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w,\r
+ far*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
else\r
- glFrustum(-nearClip*(GLfloat) w / (GLfloat) h,\r
- farClip*(GLfloat) w / (GLfloat) h, nearClip, farClip, nearClip, farClip);\r
+ glFrustum(-near*(GLfloat) w / (GLfloat) h,\r
+ far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r