title: OpenGL stretched shapes - aspect ratio
body: <p>I got my openGL view at a size of (lets say..) 800(width)x600(height).
  Then i got a 2D object of coords:</p>
  
  <pre><code>0.0 , 0.0
  0.1 , 0.0
  0.1 , 0.1
  0.0 , 0.1
  </code></pre>
  
  <p>this, as you understand is supposed to be a square (based on analogy).
  But on my openGL view prints this stretched. Now, i understand why this is happening. Its basically because im working on the default matrix of -1,1.
  And since my resolution of 800x600 doesnt have an aspect ratio of 1, my shape is getting stretched.</p>
  
  <p>Now im more interested on how to fix this. Ive read about functions like glFrustum, glOrtho, glViewPort which are happening on the projection matrix and can address such issues. Thing is, im not sure on using them. What i basically want is keep the above coords when making a square and actually apear as a square on my View.</p>
  
  <p>Whats the correct way of addressing this issue?</p>