rendered paste bodyvoid setMode(int newmode){ float znear, ymin, ymax, xmin, xmax, aspect, fov; switch(newmode) { case PERSPECTIVE: glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspect = VID_WIDTH/VID_HEIGHT; fov = 90; ymax = znear * tan(fov * M_PI / 360); ymin = -ymax; xmax = ymax * aspect; xmin = ymin * aspect; glFrustum(-xmax, xmax, -ymax, ymax, 1.0f, 1024.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); this->mode = PERSPECTIVE; break; case ORTHO: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0f, VID_WIDTH, VID_HEIGHT, 0.0f, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glDisable(GL_DEPTH_TEST); glLoadIdentity(); this->mode = ORTHO; break; }}initOpenGL(int initialmode){ glViewport(0,0,VID_WIDTH,VID_HEIGHT); glClearColor(0.4f, 0.4f, 0.4f, 1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearDepth(1.0f); glDepthFunc(GL_EQUAL); glEnable(GL_DEPTH_TEST); setMode(initialmode); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDisable(GL_DITHER); glShadeModel(GL_SMOOTH); glDisable(GL_CULL_FACE); return 0;}