/* non-VR mode */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- cgm_mperspective(proj_matrix, cgm_deg_to_rad(50.0), win_aspect, 0.5, 500.0);
+ cgm_mperspective(proj_matrix, cgm_deg_to_rad(40.0), win_aspect, 0.5, 500.0);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(proj_matrix);