wider fov and smaller BALLZ
authorJohn Tsiombikas <nuclear@mutantstargoat.com>
Sun, 11 Dec 2016 22:20:35 +0000 (00:20 +0200)
committerJohn Tsiombikas <nuclear@mutantstargoat.com>
Sun, 11 Dec 2016 22:20:35 +0000 (00:20 +0200)
src/app.cc

index 4b2ff2b..97930d6 100644 (file)
@@ -120,6 +120,7 @@ bool app_init(int argc, char **argv)
        blobs->node = new SceneNode;
        blobs->init();
        blobs->node->set_position(Vec3(0, 1, 0));
+       blobs->node->set_scaling(Vec3(0.1, 0.1, 0.1));
        blobs->node->update(0);
 
        if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
@@ -318,7 +319,7 @@ void app_display()
        } else {
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-               proj_matrix.perspective(deg_to_rad(50.0), win_aspect, NEAR_CLIP, FAR_CLIP);
+               proj_matrix.perspective(deg_to_rad(60.0), win_aspect, NEAR_CLIP, FAR_CLIP);
                glMatrixMode(GL_PROJECTION);
                glLoadMatrixf(proj_matrix[0]);