camera: wider and further view

intervalmaps-array-y
emamaker 2022-11-17 12:53:42 +01:00
parent 9b133181ba
commit 2418c481bd
1 changed files with 3 additions and 3 deletions

View File

@ -18,7 +18,7 @@ public:
{
view = glm::mat4(1.0f);
// note that we're translating the scene in the reverse direction of where we want to move
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 200.0f);
}
void update(GLFWwindow *window, float deltaTime)
@ -43,7 +43,7 @@ public:
void viewPortCallBack(GLFWwindow *window, int width, int height)
{
projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
projection = glm::perspective(glm::radians(70.0f), (float)width / (float)height, 0.1f, 350.0f);
}
void mouseCallback(GLFWwindow *window, double xpos, double ypos)
@ -92,7 +92,7 @@ public:
}
private:
glm::vec3 cameraPos = static_cast<float>(CHUNK_SIZE) * glm::vec3(0.0f);
glm::vec3 cameraPos = glm::vec3(static_cast<float>(CHUNK_SIZE)*24, 80.0f, static_cast<float>(CHUNK_SIZE)*24);
glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 direction = glm::vec3(0.0f);