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Diffstat (limited to 'src/render/camera.cc')
-rw-r--r--src/render/camera.cc15
1 files changed, 3 insertions, 12 deletions
diff --git a/src/render/camera.cc b/src/render/camera.cc
index a9aa1ca..e708b71 100644
--- a/src/render/camera.cc
+++ b/src/render/camera.cc
@@ -300,10 +300,8 @@ void Camera::draw()
// Change to the projection matrix and set our viewing volume large enough for the skysphere
gl::matrixmode(GL_PROJECTION);
gl::loadidentity();
-// gl::frustum(-camera_frustum_size*Camera::aspect(), camera_frustum_size*Camera::aspect(),
-// -camera_frustum_size, camera_frustum_size, camera_frustum_front, 2048.0f);
- gl::frustum(-camera_frustum_size, camera_frustum_size, -camera_frustum_size/Camera::aspect(), camera_frustum_size/Camera::aspect(), camera_frustum_front, 2048.0f);
+ gl::frustum(-camera_frustum_size, camera_frustum_size, -camera_frustum_size/Camera::aspect(), camera_frustum_size/Camera::aspect(), camera_frustum_front, 1023.0f);
gl::matrixmode(GL_MODELVIEW);
gl::loadidentity();
@@ -315,15 +313,8 @@ void Camera::draw()
math::Matrix4f matrix;
matrix.assign(camera_axis);
gl::multmatrix(matrix.transpose());
-/*
- // match the camera with the current target
- gl::translate(-1.0f * camera_target);
-
- // apply camera offset
- gl::translate(distance * camera_axis.forward());
-*/
- // camera sticks at 0,0,0
- //gl::translate(camera_target - camera_eye);
+
+ gl::translate(-1.0f * camera_eye);
}
void Camera::set_direction(float direction)