switch to perspective projection
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097feecbb7
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@ -21,7 +21,7 @@ const GLfloat data[][2][3] = {
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{{-0.6, 0.6, 0.0}, {0, 0, 1}},
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{{0.2, -0.6, 0.0}, {1, 0, 0}},
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{{1.0, -0.6, 0.0}, {0, 1, 0}},
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{{0.6, 0.6, -500.0}, {0, 0, 1}}
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{{0.6, 0.6, -10.0}, {0, 0, 1}}
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};
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const GLushort indices[] = {
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0, 1, 2, 3, 4, 5
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@ -132,10 +132,13 @@ bool init(int width, int height)
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glViewport(0, 0, WIDTH, HEIGHT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho((float)-width/(float)height, (float)width/(float)height,
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-1, 1, 1000, -1000);
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float near = 0.1;
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float scale = near * 0.577 * 2;
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float aspect = (float)width / (float)height;
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glFrustum(-aspect * scale, aspect * scale, -scale, scale, near, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -1);
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vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
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fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
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