\r
// **NOTE: Currently a work in progress, does not work correctly\r
printf("cam angle: %f\n", rotate*camRotateFactor);\r
+ // float arc = arctan()\r
sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
\r
\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
\r
- // FML DOES NOT ROTATE PROPERLY\r
-\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: rotate on y\r
sceneObjs[curObject].rotation.y += diffx * rotateFactor;\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
- glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0);\r
+ //glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0);\r
glTranslatef(camx, camy, camz);\r
glRotatef(keyrot, 1.0, 0.0, 0.0);\r
\r