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authorMatthias Schiffer <matthias@gamezock.de>2009-12-16 14:58:56 +0100
committerMatthias Schiffer <matthias@gamezock.de>2009-12-16 14:58:56 +0100
commitea08fea654b4702a77f623b74137fabc7d6800d8 (patch)
tree7550e20704ee9a93e6b1ea95d72563250956ac17 /src/zoom.cpp
parenta407f8b9edbc7a6e865b2daf65b2a6cd10edd2d7 (diff)
downloadzoom++-ea08fea654b4702a77f623b74137fabc7d6800d8.tar
zoom++-ea08fea654b4702a77f623b74137fabc7d6800d8.zip
Use perspective projection matrix without far clipping plane.
Diffstat (limited to 'src/zoom.cpp')
-rw-r--r--src/zoom.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/zoom.cpp b/src/zoom.cpp
index d9df6d4..b222286 100644
--- a/src/zoom.cpp
+++ b/src/zoom.cpp
@@ -18,9 +18,11 @@
*/
#include "Game.h"
+#include "MathUtil.h"
#include "config.h"
#include "gl.h"
+
#ifdef _WIN32
#else
#include <iostream>
@@ -38,8 +40,7 @@ void resize(int width, int height)
glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(50.0f, (GLfloat)width/(GLfloat)height, 0.1, 1000);
+ glLoadMatrixf(Zoom::MathUtil::perspective(50.0f, (float)width/(float)height, 0.1).array);
glMatrixMode(GL_MODELVIEW);