From: Ash Tyndall Date: Sun, 9 Oct 2011 07:01:51 +0000 (+0800) Subject: (no commit message) X-Git-Url: https://git.ucc.asn.au/?a=commitdiff_plain;h=fffc1dd40d80fcba7713c7322b39d551d328cecf;p=atyndall%2Fcits2231.git --- diff --git a/scene.c b/scene.c index c584ab0..824fbec 100644 --- a/scene.c +++ b/scene.c @@ -465,10 +465,10 @@ void makeMenu() { */ void windowReshape(int width, int height) { glViewport(0, 0, (GLsizei)width, (GLsizei)height); // Set our viewport to the size of our window -glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed -glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up) -gluPerspective(60, (GLfloat)width / (GLfloat)height, 1.0, 100.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes -glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly + glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed + glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up) + gluPerspective(60, (GLfloat)width / (GLfloat)height, 0.1, 1000.0); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes + glMatrixMode(GL_MODELVIEW); // Switch back to the model view matrix, so that we can start drawing shapes correctly } /**