From: Ash Tyndall Date: Sun, 9 Oct 2011 07:01:15 +0000 (+0800) Subject: (no commit message) X-Git-Url: https://git.ucc.asn.au/?p=atyndall%2Fcits2231.git;a=commitdiff_plain;h=5d3484e744dcf795f666370eca304c9e02485c38 --- diff --git a/scene.c b/scene.c index 0219621..c584ab0 100644 --- a/scene.c +++ b/scene.c @@ -463,22 +463,12 @@ void makeMenu() { * @param w New width * @param h New height */ -void windowReshape(int w, int h) { - GLdouble aspect = (GLfloat) h / (GLfloat) w; - GLdouble n = 10.0; - - glViewport(0, 0, w, h); - - glMatrixMode(GL_PROJECTION); /* switch matrix mode*/ - glLoadIdentity(); - - if (w <= h) { - gluOrtho2D(-n, n, -n * aspect, n * aspect); - } else { - gluOrtho2D(-n * aspect, n * aspect, -n, n); - } - - glMatrixMode(GL_MODELVIEW); /* return to modelview mode */ +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 } /**