glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.1, 0.1, 0.1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- cgm_mpretranslate(view_matrix, 0, 1.5, -cam_dist);
+ cgm_mpretranslate(view_matrix, 0, -1.7, -cam_dist);
cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0);
cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view_matrix);
cgm_mprerotate(view_matrix, cam_phi, 1, 0, 0);
cgm_mprerotate(view_matrix, cam_theta, 0, 1, 0);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(view_matrix);