glViewport(0, 0, (GLsizei)width, (GLsizei)height); \r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity(); \r
- gluPerspective(60, 1.0, 0.1, 1000.0);\r
+ \r
+ if (width <= height)\r
+ gluPerspective(60, (GLfloat)height / (GLfloat)width, 0.1, 1000.0);\r
+ else\r
+ gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0);\r
glMatrixMode(GL_MODELVIEW);\r
+ \r
+ /*glViewport(0, 0, w, h);\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
+ else\r
+ gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
}\r
\r
/**\r