GLfloat glightmodel[] = {0.2,0.2,0.2,1};
GLfloat emission[] = {0.0, 0.3, 0.3, 1.0};
+GLfloat lightBallSize = 0.2;
+
/* 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 = 0.6, updownFactor = 0.03;
+GLfloat zoomFactor = 0.2, camRotateFactor = 0.5, camAngleFactor = 0.5;
+GLfloat leftrightFactor = 0.05, nearfarFactor = 0.1, bigsmallFactor = 0.6, updownFactor = 0.03, rotateFactor = 0.8, texscaleFactor = 0.2;
/* Beginning width, height */
-int width = 500, height = 500;
+int width = 750, height = 750;
/* Texture state tracking */
int currentGroundTexture = 0, currentMeshTexture = 0;
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