- // For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
- float diff = (y - starty);\r
- float scaling = ( diff + (float)height/2 ) / ( (float)height/2 );\r
+ // **NOTE: Currently a work in progress, does not work correctly\r
+ printf("cam angle: %f\n", rotate*camRotateFactor);\r
+ sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
+ sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+\r
+ } else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
+ // w: big/small\r
+ float max = (float)height/bigsmallFactor;\r
+ float scaling = (diffx + max) / max;\r