From d2f36485dd3fbda7c9eb212ac9ffde919af5f8e1 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Fri, 1 Aug 2008 20:56:47 +0000 Subject: revert renderer camera location, fix r_restart --- src/render/camera.cc | 15 +++------------ 1 file changed, 3 insertions(+), 12 deletions(-) (limited to 'src/render/camera.cc') 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) -- cgit v1.2.3