// w: left/right, h: near/far\r
\r
// **NOTE: Currently a work in progress, does not work correctly\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
printf("cam angle: %f\n", rotate*camRotateFactor);\r
- 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].z += diffx * sin(angler) * 0.1;\r
+\r
+ sceneObjs[curObject].x += diffy * sin(angler) * 0.1;\r
+ sceneObjs[curObject].z += diffy * cos(angler) * 0.1;\r
\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: big/small\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