glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-1.0, 1.0, -1.0*(GLfloat) h / (GLfloat) w,\r
- 1.0*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ glFrustum(-nearClip, farClip, -nearClip*(GLfloat) h / (GLfloat) w,\r
+ farClip*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
else\r
- glFrustum(-1.0*(GLfloat) w / (GLfloat) h,\r
- 1.0*(GLfloat) w / (GLfloat) h, -1.0, 1.0, nearClip, farClip);\r
+ glFrustum(-nearClip*(GLfloat) w / (GLfloat) h,\r
+ farClip*(GLfloat) w / (GLfloat) h, nearClip, farClip, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r