From: John Tsiombikas Date: Sun, 11 Dec 2016 22:20:35 +0000 (+0200) Subject: wider fov and smaller BALLZ X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=ld37_one_room;a=commitdiff_plain;h=6a928cd98ff50ee668050aa4e50ea80e78bbd843 wider fov and smaller BALLZ --- diff --git a/src/app.cc b/src/app.cc index 4b2ff2b..97930d6 100644 --- a/src/app.cc +++ b/src/app.cc @@ -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]);