// w: left/right, h: near/far\r
//so.x, so.y, so.z\r
//sceneObjs[curObject].x += (x - startx)*leftrightFactor;\r
+ printf("cam angle: %f\n", rotate*rotateFactor);\r
+ sceneObjs[curObject].x += (x - startx) * sin(rotate*rotateFactor);\r
+ sceneObjs[curObject].z += (x - startx) * cos(rotate*rotateFactor);\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: big/small\r
float diff = (x - startx);\r
sceneObjs[curObject].scale[2] *= scaling;\r
\r
// h: up/down\r
- sceneObjs[curObject].y += (y - starty) * updownFactor;\r
+ sceneObjs[curObject].y -= (y - starty) * updownFactor;\r
}\r
\r
starty = y;\r
0.0, 10.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
- glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0);\r
+ glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); // Set camera angle upward\r
\r
/* Reposition the light source 0. */\r
lightPosition0[0] = 12*cos(lightAngle0);\r