glMatrixMode(GL_PROJECTION);\r
glLoadIdentity();\r
if (w <= h)\r
- glFrustum(-near, far, -near*(GLfloat) h / (GLfloat) w,\r
- far*(GLfloat) h / (GLfloat) w, nearClip, farClip);\r
+ glFrustum(-1, 100, -1,\r
+ 100, -1, 100);\r
else\r
- glFrustum(-near*(GLfloat) w / (GLfloat) h,\r
- far*(GLfloat) w / (GLfloat) h, near, far, nearClip, farClip);\r
+ glFrustum(-1,\r
+ 100, -1, 100, -1, 100);\r
glMatrixMode(GL_MODELVIEW);\r
}\r
\r
\r
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
\r
- glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);\r
- glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);\r
- glMaterialfv(GL_FRONT, GL_SPECULAR, specular);\r
- glMaterialfv(GL_FRONT, GL_EMISSION, emission0);\r
- glMaterialf(GL_FRONT, GL_SHININESS, shine);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);\r
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shine);\r
\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r