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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-26 21:13:27 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-26 21:13:27 +0000 |
commit | f0587ba02db5d95467e3b875c0756c87920d72fc (patch) | |
tree | e548c5f8c3e28cd0bd8f1959496bdd312f211c2a | |
parent | Define light direction as a vector (diff) | |
download | ilt-f0587ba02db5d95467e3b875c0756c87920d72fc.tar.bz2 ilt-f0587ba02db5d95467e3b875c0756c87920d72fc.tar.xz ilt-f0587ba02db5d95467e3b875c0756c87920d72fc.zip |
Better default camera pos
-rw-r--r-- | application/main.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/application/main.cpp b/application/main.cpp index f7861c8..fe81b88 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -70,7 +70,8 @@ public: world.create<Terrain>(); Shader shader; - Camera camera({-5.0F, 2.0F, -5.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 100.0F); + Camera camera({-1250.0F, 35.0F, -1250.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F); + camera.Pitch(0.24); camera.RotateY(0.7854); shader.Bind(); shader.setView(camera.GetViewProjection()); |