// remember to convert fovy from degree to radius before calling tan void I_my_gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) { GLdouble frustumW, frustumH; frustumH = tanf( fovy / 360.0 * PI ) * zNear; frustumW = frustumH * aspect; I_my_glFrustum(-frustumW, frustumW, -frustumH, frustumH, zNear, zFar); }
// remember to convert fovy from degree to radius before calling tan void I_my_gluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) { GLdouble top, bottom, right, left; printf("Call to I_my_gluPerspective\n"); top = zNear * tan(fovy*PI/360); bottom = -top; right = top * aspect; left = -right; I_my_glFrustum(left, right, bottom, top, zNear, zFar); }