+\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 max = (float)height/bigsmallFactor;\r
+ float scaling = ( diff + max) / max;\r
+\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r