gluPerspective()
sets up a projection matrix under the assumption that your eye point is at the origin, and you're looking down the negative z-axis. The zNear
and zFar
parameters specify the range of distances along the negative z-axis that will be contained within the view volume.
Therefore, with zNear
set to 1.0 and zFar
to 3.0, z-values within a range of -1.0 to -3.0 will be within the view volume.
To make your quad visible, you will have to use coordinates within that range. Changing all your z-coordinates from 2.0 to -2.0 would work. The more typical approach is to apply a view transformation to place the geometry where it is needed for the projection transformation.
For example, in your case, you could place the quad around the origin, and then use either gluLookAt()
, or a simple translation, to move the geometry down the negative z-axis.
You also need to watch out for the matrix modes. The projection matrix should normally be set in the corresponding matrix mode.
The whole thing will then look like this:
glMatrixMode(GL_PROJECTION);
gluPerspective(45,16/9,1.0,3.0);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0f, 0.0f, -2.0f);
glColor3f(1.0,0.0,0.0);
glBegin(GL_QUADS);
glVertex3f(100.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 100.0f, 0.0f);
glVertex3f(100.0f, 100.0f, 0.0f);
glEnd();
Note that the range of your x and y coordinates is far beyond the default coordinate range of [-1.0, 1.0]. You will either want to use additional translation/scaling, or use much smaller values.