{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
gluPerspective(60,1,0.001,1000); →
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}

static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
gluPerspective(60,ar,0.001,1000); →
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}

glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
//gluPerspective(60,ar,0.001,1000);
glOrtho(-2.4,+2.4,-1.2,+1.2,-6.0,+6.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}

glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
//gluPerspective(60,ar,0.001,1000);
glOrtho(-3.4,+3.4,-2.2,+2.2,-6.0,+6.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}

void motion(int x,int y);
{
eyeX(x-320)/320.0;
eyeT(y-240)/240.0;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(eyeX,eyeY,eyeZ,centerX,centerY,centerZ,0,1,0);
}
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