void SetCamera() {
		switch (current_font) {
		case FTGL_BITMAP:
		case FTGL_PIXMAP:
			GL11.glMatrixMode(GL11.GL_PROJECTION);
			GL11.glLoadIdentity();
			GLU.gluOrtho2D(0, w_win, 0, h_win);
			GL11.glMatrixMode(GL11.GL_MODELVIEW);
			GL11.glLoadIdentity();
			break;
		case FTGL_OUTLINE:
		case FTGL_POLYGON:
		case FTGL_EXTRUDE:
		case FTGL_TEXTURE:
			GL11.glMatrixMode(GL11.GL_PROJECTION);
			GL11.glLoadIdentity();
			GLU.gluPerspective(80, (float) w_win / h_win, 1, 100000);
			GL11.glMatrixMode(GL11.GL_MODELVIEW);
			GL11.glLoadIdentity();
			GLU.gluLookAt(0f, 0f, h_win / zoom, 0f, 0f, 0f, 0f, 1f, 0f);
			break;
		}
	}