// w: left/right, h: near/far\r
\r
// **NOTE: Currently a work in progress, does not work correctly\r
// w: left/right, h: near/far\r
\r
// **NOTE: Currently a work in progress, does not work correctly\r
- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+\r
+ sceneObjs[curObject].x += diffx * cos(angler) * 0.1;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * 0.1;\r
+\r
+ sceneObjs[curObject].x += diffy * cos(90 - angler) * 0.1;\r
+ sceneObjs[curObject].z += diffy * sin(90 - angler) * 0.1;\r
// Apply independant rotation vectors\r
glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
// Apply independant rotation vectors\r
glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
// Apply scaling vector\r
glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r
// Apply scaling vector\r
glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
+ glutInitWindowSize(width, height);\r
+ glutCreateWindow("Scene Editor - Ashley Tyndall (20915779), Jenna de la Harpe (20367932)");\r
\r
glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
\r
glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r