•const float fNearP = 0.1f;
•const float fFarP = 20.0f;
•const float fPAngle =
45.0f;
•SetGL();
•glViewport(0, 0, cx, cy);
•GLfloat fAspect;
•if (cy) fAspect =
GLfloat(cx)/cy;
•else fAspect = 1.0f;
•glMatrixMode(GL_PROJECTION);
•glLoadIdentity();
•gluPerspective(fPAngle,
fAspect, fNearP, fFarP);
•glMatrixMode(GL_MODELVIEW);