/* function to reset our viewport after a window resize */ int Display_SetViewport( int width, int height ) { /* Height / width ration */ GLfloat ratio; /* Protect against a divide by zero */ if ( height == 0 ) { height = 1; } ratio = ( GLfloat )width / ( GLfloat )height; /* Setup our viewport. */ glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height ); /* change to the projection matrix and set our viewing volume. */ glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); /* Set our perspective */ perspectiveGL( 45.0f, ratio, 0.1f, 100.0f ); /* Make sure we're chaning the model view and not the projection */ glMatrixMode( GL_MODELVIEW ); /* Reset The View */ glLoadIdentity( ); return 1; }
void myWindow::resizeGL(int width, int height) { if(height == 0) height = 1; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); perspectiveGL(90.0f, (GLfloat)width/(GLfloat)height, 0.1f, 800.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }
void reshape(int w, int h) { glPushMatrix(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); perspectiveGL(25.0,(GLfloat)w/(GLfloat)h,.1,10000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0,0,(GLsizei)w,(GLsizei)h); glPopMatrix(); }
/* function to reset our viewport after a window resize */ int Display_SetViewport( int width, int height ) { GLfloat ratio; if ( height == 0 ) height = 1; ratio = ( GLfloat )width / ( GLfloat )height; glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); perspectiveGL( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); return 1; }
void mGraphics::initGL(){ /* Height / width ration */ GLfloat ratio; ratio = ( GLfloat )W / ( GLfloat )H; /* Setup our viewport. */ glViewport( 0, 0, ( GLsizei )W, ( GLsizei )H ); /* change to the projection matrix and set our viewing volume. */ glMatrixMode( GL_PROJECTION ); glLoadIdentity( ); /* Set our perspective */ perspectiveGL( 45.0f, ratio, 5.0f, 3000.0f ); /* Make sure we're chaning the model view and not the projection */ glMatrixMode( GL_MODELVIEW ); /* Reset The View */ glLoadIdentity( ); }