   Wrong size of a cube
  Hi!I'm new to OpenGL but it works :)I've build a small scene with a rotation cube in the middle.The cube moves away, turn 90° and return to its starting position.This move and the loading of the textures works great.My problem is, that the size of the cube itself is a little bit crazy.As you can see in the code, I build it with a width of 4 and a height of 3.This result in an cube with an aspect rotation of 4:3 (Top and bottom 3:3).The strange thing is that I get a cube with an aspect rotation of ~1.2 or ~1.44, regarding my openglwindow. (And not the estimated 1.33)I guess the problem is the glViewport.As far as I can guess (I tried around a little bit), the Viewport is reset by LoadIdentity.I also tried a glViewport after the LoadIdentity with differen parameters.Always (with a viewport after loadidentity) I get a black screen with no cube (heaven knows where it is).Only with glViewPort(0.0f,0.0f,...) after the LoadIdentity I get the cube.But it is scaled to fill the whole window.Maybe someone can give me a hind or something like this.Here's the code:void TSlideshow3D::initializeGL() {/*Build everything up*/rtZ = -11.50f;rtX = 0.0f;rtY = 0.0f;rtOffsetZ = -0.10f * config->use3DSpeed;   //use3DSpeed is atm always 1.0frtOffsetX = 0.50f * config->use3DSpeed;rtOffsetY = 1.05f * config->use3DSpeed;}void TSlideshow3D::resizeGL( int w, int h ) {if (h==0)// Prevent A Divide By Zero By{h=1;   // Making Height Equal One}glViewport(0, 0, w, h);// Reset The Current ViewportglMatrixMode(GL_PROJECTION);// Select The Projection MatrixglLoadIdentity();// Reset The Projection Matrix// Calculate The Aspect Ratio Of The WindowgluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);   //doesn't affect anythingglMatrixMode(GL_MODELVIEW);// Select The Modelview MatrixglLoadIdentity();// Reset The Modelview Matrix}//Der Foto-Klotz wird erstelltvoid TSlideshow3D::buildCube() {float width =4.0f;float height=3.0f;glBindTexture(GL_TEXTURE_2D, texture[ front ]);// Select Our TextureglBegin(GL_QUADS);// Front FacexyzglTexCoord2f(0.0f, 0.0f); glVertex3f(-width, -height,  width);// Bottom Left Of The Texture and QuadglTexCoord2f(1.0f, 0.0f); glVertex3f( width, -height,  width);// Bottom Right Of The Texture and QuadglTexCoord2f(1.0f, 1.0f); glVertex3f( width,  height,  width);// Top Right Of The Texture and QuadglTexCoord2f(0.0f, 1.0f); glVertex3f(-width,  height,  width);// Top Left Of The Texture and QuadglEnd();/*and so on*/glBindTexture(GL_TEXTURE_2D, texture[ left ]);// Select Our TextureglBegin(GL_QUADS);// Left FaceglTexCoord2f(0.0f, 0.0f); glVertex3f(-width, -height, -width);// Bottom Left Of The Texture and QuadglTexCoord2f(1.0f, 0.0f); glVertex3f(-width, -height,  width);// Bottom Right Of The Texture and QuadglTexCoord2f(1.0f, 1.0f); glVertex3f(-width,  height,  width);// Top Right Of The Texture and QuadglTexCoord2f(0.0f, 1.0f); glVertex3f(-width,  height, -width);// Top Left Of The Texture and QuadglEnd(); }void TSlideshow3D::paintGL() {   glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);  glLoadIdentity();    // Reset The View glTranslatef(0.0f ,0.0f, rtZ);// Move Camera  glRotatef(rtX, 0.0f,1.0f,0.0f);// Rotate glRotatef(rtY, 1.0f,0.0f,0.0f);this->buildCube(); /*Some controlling of the position of the cube.Adjusting the rtOffsets depending on the position*/rtZ += rtOffsetZ;rtX += rtOffsetX;rtY += rtOffsetY;}
  I am not sure what you are after but the only thing I can think of is change your gluPerspective angle from 45 to 90.0 and see what happens...   