*/\r
void windowReshape(int w, int h) {\r
glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
+ /*glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h) \r
glFrustum(near, far, near*(GLfloat)h/(GLfloat)w,\r
glFrustum(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
+ glLoadIdentity();*/\r
}\r
\r
/**\r
void display() {\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
- gluLookAt(\r
- 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
- 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
+ //gluLookAt(\r
+ // 0.0, 0.0, 30.0, /* eye is at (x,y,z) */\r
+ // 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
+ // 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
+ // );\r
\r
- glTranslatef(camx, camy, camz);\r
+ //glTranslatef(camx, camy, camz);\r
\r
// **NOTE: Currently this rotation function is all that moves the camera off\r
// the flat surface. Need to integrate function into gluLookAt\r
- glRotatef(rot, 1.0, 0.0, 0.0);\r
+ //glRotatef(rot, 1.0, 0.0, 0.0);\r
\r
/* Reposition the light source. */\r
lightPosition[0] = 12*cos(lightAngle);\r
* init function; sets initial OpenGL state\r
*/\r
void init() {\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
+ //glMatrixMode(GL_PROJECTION);\r
+ //glLoadIdentity();\r
\r
//gluPerspective(\r
// 60.0, /* field of view in degree */\r