- glMatrixMode(GL_PROJECTION); // Switch to the projection matrix so that we can manipulate how our scene is viewed
- glLoadIdentity(); // Reset the projection matrix to the identity matrix so that we don't get any artifacts (cleaning up)
- gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000); // Set the Field of view angle (in degrees), the aspect ratio of our window, and the new and far planes
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50, (GLfloat)300 / (GLfloat)300, 0, 1000);