smoki wrote:
> 
>   For sure black lines (maybe better to say: "black perspective
> triangles"?) appears only when glutInitWindowSize() is any other but not
> squared (1:1) and aspect ratio in glFrustum() is not calculated or not
> encircled with many decimals like 1.333333333 or with f precison. If i use
> something like this all is good:
> 
>  glFrustum(-1, 1, -1, 1, (GLfloat)(width)/(GLfloat)(height), 100);
>  glutInitWindowSize( 640, 480 );
> 
>  or
> 
>  glFrustum(-1, 1, -1, 1, 1.3f, 100);
>  glutInitWindowSize( 800, 600 );
> 
>  Who knows, maybe main problem is only because of 1:1 (glut?) window size.
> 

 Not really true, seems to only work good with some sizes if calculated
aspect ratio value is between 1.18f and 1.38f. For (640, 450) blackiness is
immediately there.

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