Well the problem is that i am not viewing a particular object so i cant say : “frustum must fit bounding box”…
When i change the projection type, i want to keep my (eyePos, lookAt, upDir). I thought that calling glOrtho / glFrustum with the same args would do the job. It does not.
For some strange reason I get this feeling you aren’t switching to the projection matrix before setting your ortho/perspective modes. Remember to change back to the modelview once you are done. You should be able to keep your eyepos and whatnot because that is in the ModelView matrix. If you enter ortho or projection matricies in the modelview matrix, your lighting calculations will not come out right (I don’t know if you are using them or not). Hope I have helped some.