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//additional includes#include <math.h>voidgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar){ GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan(fovy * M_PI / 360.0); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);}