* @param w New width\r
* @param h New height\r
*/\r
-void windowReshape(int w, int h) {\r
- GLdouble aspect = (GLfloat) h / (GLfloat) w;\r
- GLdouble n = 10.0;\r
-\r
- glViewport(0, 0, w, h);\r
-\r
- glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
- glLoadIdentity();\r
-\r
- if (w <= h) {\r
- gluOrtho2D(-n, n, -n * aspect, n * aspect);\r
- } else {\r
- gluOrtho2D(-n * aspect, n * aspect, -n, n);\r
- }\r
-\r
- glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
+void windowReshape(int width, int height) {\r
+ glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window\r
+glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed\r
+glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)\r
+gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes\r
+glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly\r
}\r
\r
/**\r