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"))) {
} 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]);