void initGL() { tglInit(); tglViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); tglMatrixMode(TGL_PROJECTION); float aspect = (float)SCREEN_HEIGHT / (float)SCREEN_WIDTH; tglFrustum(-1.0, 1.0, -aspect, aspect, 1.0, 5.0); }
void GfxTinyGL::setupCamera(float fov, float nclip, float fclip, float roll) { tglMatrixMode(TGL_PROJECTION); tglLoadIdentity(); float right = nclip * tan(fov / 2 * (LOCAL_PI / 180)); tglFrustum(-right, right, -right * 0.75, right * 0.75, nclip, fclip); tglMatrixMode(TGL_MODELVIEW); tglLoadIdentity(); tglRotatef(roll, 0, 0, -1); }