\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 map = (diff - -((float)height/2))/(0 - -((float)height/2));\r
+ float map = ( diff + (float)height/2 ) / ( (float)height/2 );\r
float scaling;\r
\r
if ( diff < 0 ) {\r
scaling = map;\r
} else {\r
- scaling = pow(1.0/map, diff);\r
+ scaling = pow(map, diff);\r
}\r
\r
if ( scaling != 0 ) {\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], 1/map);\r
+ printf("Diff is %f, Scaling by %f on all axii, 1/map is %f\n", diff, sceneObjs[curObject].scale[0], map);\r
\r
}\r
\r