switch to perspective projection

This commit is contained in:
Josh Holtrop 2011-04-30 11:42:23 -04:00
parent 097feecbb7
commit 57f984c92a

View File

@ -21,7 +21,7 @@ const GLfloat data[][2][3] = {
{{-0.6, 0.6, 0.0}, {0, 0, 1}}, {{-0.6, 0.6, 0.0}, {0, 0, 1}},
{{0.2, -0.6, 0.0}, {1, 0, 0}}, {{0.2, -0.6, 0.0}, {1, 0, 0}},
{{1.0, -0.6, 0.0}, {0, 1, 0}}, {{1.0, -0.6, 0.0}, {0, 1, 0}},
{{0.6, 0.6, -500.0}, {0, 0, 1}} {{0.6, 0.6, -10.0}, {0, 0, 1}}
}; };
const GLushort indices[] = { const GLushort indices[] = {
0, 1, 2, 3, 4, 5 0, 1, 2, 3, 4, 5
@ -132,10 +132,13 @@ bool init(int width, int height)
glViewport(0, 0, WIDTH, HEIGHT); glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glOrtho((float)-width/(float)height, (float)width/(float)height, float near = 0.1;
-1, 1, 1000, -1000); float scale = near * 0.577 * 2;
float aspect = (float)width / (float)height;
glFrustum(-aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
glTranslatef(0, 0, -1);
vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl"); vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl"); fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");