* @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,45.0f,0.1f,100.0f);\r
-\r
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix\r
- glLoadIdentity(); // Reset The Modelview Matrix*/\r
+ GLfloat aspect = (GLfloat) h / (GLfloat) w;\r
+ GLdouble n = 10.0;\r
\r
glViewport(0, 0, w, h);\r
+\r
glMatrixMode(GL_PROJECTION); /* switch matrix mode*/\r
glLoadIdentity();\r
- if (w <= h)\r
- gluOrtho2D(-10.0, 10.0, -10.0 * (GLfloat) h / (GLfloat) w, 10.0 * (GLfloat) h / (GLfloat) w);\r
- else\r
- gluOrtho2D(-10.0 * (GLfloat) w / (GLfloat) h, 10.0 * (GLfloat) w / (GLfloat) h, -10.0, 10.0);\r
+\r
+ if (w <= h) {\r
+ gluOrtho2D(-n, n, -n * aspect, n * aspect);\r
+ } else {\r
+ gluOrtho2D(-n * aspect, n * aspect, -n, n);\r
+ }\r
+\r
glMatrixMode(GL_MODELVIEW); /* return to modelview mode */\r
}\r
\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
glLoadIdentity();\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
glVertex3f(-1.0f, 1.0f, 0.0f); // Top left\r