// w: big/small, h: up/down\r
\r
// For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
- float diff = (y - starty);\r
- float scaling;\r
+ float diff = (x - startx);\r
+ float scaling = ( diff + (float)height/2 ) / ( (float)height/2 );\r
\r
- if ( scaling < 0 ) {\r
- scaling = (x - -height)/(0 - -height);\r
- } else {\r
- scaling = diff;\r
- }\r
- \r
- printf("Scaling by %f on all axii\n", scaling);\r
- sceneObjs[curObject].scale[0] += scaling;\r
- sceneObjs[curObject].scale[1] += scaling;\r
- sceneObjs[curObject].scale[2] += scaling;\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r
+ printf("Diff is %f, Scaling by %f on all axii, 1/map is %f\n", diff, sceneObjs[curObject].scale[0], scaling);\r
}\r
\r
startx = x;\r