* @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- glViewport(0, 0, w, h); // Reset The Current Viewport\r
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix\r
- glLoadIdentity(); // Reset The Projection Matrix\r
-\r
- // Calculate The Aspect Ratio Of The Window\r
- gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);\r
-\r
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
- glLoadIdentity(); // Reset The Modelview Matrix\r
+ glViewport(0, 0, w, h);\r
+ glMatrixMode(GL_PROJECTION); /* switch matrix mode */\r
+ glLoadIdentity();\r
+ if (w <= h)\r
+ gluOrtho2D(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w);\r
+ else\r
+ gluOrtho2D(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0);\r
+ glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
}\r
\r
/**\r
glTranslatef(-1.5f, 0.0f, -6.0f);\r
\r
glBegin(GL_QUADS);\r
- glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
+ glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red\r
glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right\r
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right\r
\r
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations\r
\r
- glutSwapBuffers();\r
-\r
glutReshapeFunc(windowReshape);\r
glutDisplayFunc(display);\r
glutMouseFunc(mouse);\r