- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+\r
+ sceneObjs[curObject].x += diffx * cos(angler) * 0.1;\r
+ //sceneObjs[curObject].x += diffy * sin(angler) * 0.1;\r
+\r
+ sceneObjs[curObject].z += diffx * sin(angler) * 0.1;\r
+ //sceneObjs[curObject].z += diffy * cos(angler) * 0.1;\r
+\r
+ //sceneObjs[curObject].x += ;\r
+ //sceneObjs[curObject].z += ;\r