\r
/**\r
* Called when window is resized\r
- * @param width New width\r
- * @param height New height\r
+ * @param w New width\r
+ * @param h New height\r
*/\r
void windowReshape(int w, int h) {\r
- /*glViewport(0, 0, (GLsizei)width, (GLsizei)height);\r
- printf("Width: %d, height: %d\n", width, height);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- gluPerspective( 60 * ((GLfloat)height/(GLfloat)width), (GLfloat)width/(GLfloat)height, 0.1, 1000.0);\r
- glMatrixMode(GL_MODELVIEW);\r
-\r
- GLdouble near = 0.1;\r
- GLdouble far = 1000.0;\r
- GLdouble a = (GLfloat)height/(GLfloat)width;\r
- GLdouble fov = 60;\r
- glFrustum( -a*near*tan(fov/2), a*near*tan(fov/2), -a*near*tan(fov/2), a*near*tan(fov/2), near, far )*/\r
- glViewport(0, 0, (GLsizei) w, (GLsizei) h); // what's GLsizei? Why is it called inside glViewPort?\r
- glMatrixMode(GL_PROJECTION); // is it necessary to reset the projection matrix?\r
+ GLdouble near = -10.0;\r
+ GLdouble far = 10.0;\r
+\r
+ glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
+ glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
- if (w <= h) // is this calculation universal, could I use it on another program?\r
- glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,\r
- 5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);\r
+ if (w <= h) \r
+ glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
+ far*(GLfloat)h/(GLfloat)w, near, far);\r
\r
else\r
- glOrtho(-5.0*(GLfloat)w/(GLfloat)h,\r
- 5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);\r
- glMatrixMode(GL_MODELVIEW); // why do I set to GL_MODELVIEW at the end?\r
- glLoadIdentity(); // why does it get a reset?\r
+ glOrtho(near*(GLfloat)w/(GLfloat)h,\r
+ far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
+ glMatrixMode(GL_MODELVIEW); \r
+ glLoadIdentity();\r
}\r
\r
/**\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\r
\r
- glTranslatef(0.0f,0.0f,-4.0f); // Move into the Screen 10.0\r
+ glTranslatef(0.0f,0.0f,-5.0f); // Move into the Screen 10.0\r
\r
glutSolidTeapot(1);\r
\r