I am having an issue setting up the viewing projection. I am drawing a cube with the vertices (0, 0, 0) (0, 0, 1) (0, 1, 1) (0, 1, 0) (1, 0, 0) (1, 1, 0) (1, 1, 1) and (1, 0, 1). This is how I am initializing the view:
void initGL(int x,int y, int w, int h)
{
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH );
glutInitWindowPosition( x, y );
glutInitWindowSize( w, h );
glutCreateWindow( "CSE328 Project 1" );
glutDisplayFunc(draw);
glFrontFace(GL_FRONT_AND_BACK);
glMatrixMode(GL_PROJECTION);
glFrustum(-10.0, 10.0, -10.0, 10.0, 2.0, 40.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(10, 10, 10, 0.5, 0.5, 0, 0, 1.0, 0);
glutMainLoop();
}
For some reason, the cube is filling the entire screen. I have tried changing the values of the frustum and lookAt methods, and either the cube is not visible at all, or it fills the entire viewport. In glLookAt I assume the 'eye' is positioned at (10, 10, 10) and looking at the point (0.5, 0.5, 0), which is on the surface of the cube. I thought this would give enough distance so the whole cube would be visible. Am i thinking about this in the wrong way? I have also tried moving the cube in the z direction so that it lies from z = 10 to z = 11, and so is in the clipping plane, but it gives similar results.