diff --git a/src/main.cpp b/src/main.cpp index 5ca759c..93b3ac2 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -421,8 +421,8 @@ int main(int argc, char** argv) // Calculate the looking direction of the camera. - float rot_x_deg = (float(sdl_mouse_y) - (float(sdl_y_res) / 2.0f)) / float(sdl_y_res) * 180.0f; - float rot_y_deg = (float(sdl_mouse_x) - (float(sdl_x_res) / 2.0f)) / float(sdl_x_res) * 360.0f; + float rot_x_deg = (float(sdl_mouse_y) - (float(sdl_y_res) / 2.0f)) / float(sdl_y_res) * 0.0f; + float rot_y_deg = (float(sdl_mouse_x) - (float(sdl_x_res) / 2.0f)) / float(sdl_x_res) * 0.0f; // Generate the view matrix. @@ -433,7 +433,7 @@ int main(int argc, char** argv) // Generate the model matrix. - glm::mat4 matrix_model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -5.0f)); + glm::mat4 matrix_model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -3.0f)); matrix_model = glm::rotate(matrix_model, glm::radians(sin(SDL_GetTicks() / 1000.0f) * 90.0f), glm::vec3(1.0f, 0.0f, 0.0f)); matrix_model = glm::rotate(matrix_model, glm::radians(cos(SDL_GetTicks() / 1000.0f) * 90.0f), glm::vec3(0.0f, 1.0f, 0.0f));