glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- if (w <= h) \r
+ gluPerspective(\r
+ 60.0, /* field of view in degree */\r
+ 1.0, /* aspect ratio */\r
+ nearClip, /* Z near */\r
+ farClip /* Z far */\r
+ );\r
+ /*if (w <= h)\r
glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
far*(GLfloat)h/(GLfloat)w, -100, 100);\r
else\r
glOrtho(near*(GLfloat)w/(GLfloat)h,\r
far*(GLfloat)w/(GLfloat)h, near, far, nearClip, farClip);\r
- glMatrixMode(GL_MODELVIEW); \r
+ glMatrixMode(GL_MODELVIEW); */\r
glLoadIdentity();\r
}\r
\r
glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
\r
- gluPerspective(\r
- 60.0, /* field of view in degree */\r
- 1.0, /* aspect ratio */\r
- near, /* Z near */\r
- far /* Z far */\r
- );\r
-\r
\r
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r