GLfloat zoomFactor = 0.2, camRotateFactor = 0.5, camAngleFactor = 0.5;
GLfloat leftrightFactor = 0.05, nearfarFactor = 0.1, bigsmallFactor = 0.6;
GLfloat updownFactor = 0.03, rotateFactor = 0.8, texscaleFactor = 0.2;
+GLfloat lleftrightFactor = 0.005, lnearfarFactor = 0.05;
/* Beginning width, height */
int width = 700, height = 700;
extern GLfloat zoomFactor, camRotateFactor, camAngleFactor;
extern GLfloat leftrightFactor, nearfarFactor, bigsmallFactor;
extern GLfloat updownFactor, rotateFactor, texscaleFactor;
+extern GLfloat lleftrightFactor, lnearfarFactor;
/* Texture state tracking */
extern int currentGroundTexture, currentMeshTexture;
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
- lightObjs[i].position[0] += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor;\r
- lightObjs[i].position[2] += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor;\r
+ lightObjs[i].position[0] += diffx * cos(angler) * lleftrightFactor + diffy * cos(M_PI/2 + angler) * lnearfarFactor;\r
+ lightObjs[i].position[2] += diffx * sin(angler) * lleftrightFactor + diffy * sin(M_PI/2 + angler) * lnearfarFactor;\r
\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: increase/decrease some light param\r