void glOrtho( GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val )
near_val and far_val are distances from Z=0, along the negative Z axis
void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
fovy = field of view, in Y direction
The "eye-point" of the perspective projection is at (0,0,0)