From 86b526502451b067d2ef5054bea8cbffd6f418ae Mon Sep 17 00:00:00 2001 From: SArpnt <36542932+SArpnt@users.noreply.github.com> Date: Wed, 17 Feb 2021 08:14:37 -0500 Subject: [PATCH] better fov and position values --- engine/main.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/engine/main.cpp b/engine/main.cpp index 4a51ed19..f62cafe0 100644 --- a/engine/main.cpp +++ b/engine/main.cpp @@ -76,7 +76,7 @@ int main(int argc, char* argv[]) { ce::Window* window = new ce::Window("Cinnabar"); ce::RenderingEngine* renderingEngine = new ce::RenderingEngine(); - renderingEngine->setFOV(45.0f); + renderingEngine->setFOV(75.0f); renderingEngine->setSize(window->getWindowSize()); @@ -87,13 +87,13 @@ int main(int argc, char* argv[]) { mesh->sendToShader(material->getShader()); glm::mat4 proj = glm::perspective( - glm::radians(45.0f), window->getAspectRatio(), 0.1f, 100.0f); + glm::radians(75.0f), window->getAspectRatio(), 0.1f, 100.0f); float mouseSensitivity = 0.1f; ce::Camera* camera = new ce::Camera(); // Seperate so i can put in a player class later glm::vec3 cameraVelocity(0.0f); - camera->getTransform()->setPosition(0.0f, 0.0f, 3.0f); + camera->getTransform()->setPosition(0.0f, 0.0f, 1.5f); camera->getTransform()->setYaw(-90.0f); /* * Game Loop @@ -159,7 +159,7 @@ int main(int argc, char* argv[]) { glm::vec2 size = window->getWindowSize(); glViewport(0, 0, size.x, size.y); proj = glm::perspective( - glm::radians(45.0f), window->getAspectRatio(), 0.1f, 100.0f); + glm::radians(75.0f), window->getAspectRatio(), 0.1f, 100.0f); break; } }