GLfloat angle2 = 30; /* in degrees */
/* Near and far parameters - calculates scene size */
-GLfloat near = -10;
-GLfloat far = 10;
+GLfloat near = -15;
+GLfloat far = 15;
/* Near and far clipping planes - calculates clipping planes */
GLfloat nearClip = -200;
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, -100, 100);\r
+ far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
glMatrixMode(GL_MODELVIEW); \r
glLoadIdentity();\r
}\r