/* Zoom and rotate tracking */
GLfloat zoom = 0.0, rotate = 0.0, camAngle = 40.0;
GLfloat zoomFactor = 0.2, rotateFactor = 0.5, camAngleFactor = 0.5;
-GLfloat leftrightFactor = 0.5, nearfarFactor = 0.5, bigsmallFactor = 0.05, updownFactor = 0.5;
+GLfloat leftrightFactor = 0.5, nearfarFactor = 0.5, bigsmallFactor = 0.5, updownFactor = 0.5;
/* Beginning width, height */
int width = 500, height = 500;
\r
// For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
float diff = (x - startx);\r
- float scaling = ( diff + (float)height/2 ) / ( (float)height/2 );\r
+ float scaling = ( diff + (float)height/2 ) / ( (float)height/2 ) * bigsmallFactor;\r
\r
sceneObjs[curObject].scale[0] *= scaling;\r
sceneObjs[curObject].scale[1] *= scaling;\r