//-------------------------------------------------------------------------------- void GLWidget::resizeGL(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPerspective(scene.camera.FovY(), (double) width / (double) height, scene.camera.ZNear(), scene.camera.ZFar()); glMatrixMode(GL_MODELVIEW); }
void draw::use3D() { // Set up depth glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glCullFace(GL_BACK); glDepthFunc(GL_LEQUAL); glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); // Set up lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); // Set up camera frustrum glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPerspective(GL_VIEW_FIELD, global::viewport.x/global::viewport.y, GL_Z_NEAR, GL_Z_FAR); // Clean the slate glMatrixMode(GL_MODELVIEW); glLoadIdentity(); }