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-rw-r--r--src/render.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/src/render.c b/src/render.c
index f518b90..95ac6ef 100644
--- a/src/render.c
+++ b/src/render.c
@@ -711,12 +711,13 @@ void render_draw(Game *game, Uint32 t) {
gluPerspective(50.0, (GLfloat)r->width/(GLfloat)r->height, 0.1, 100.0); /* Depth buffer 10cm to 100m */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- gluLookAt(game->lander->x-(game->view_dist*sinf(game->lander->yaw)*cosf(game->view_angle)),
- game->lander->y-(game->view_dist*cosf(game->lander->yaw)*cosf(game->view_angle)),
- game->lander->z+(game->view_dist*sinf(game->view_angle)),
- game->lander->x, game->lander->y, game->lander->z,
- sqrtf(2.0)*sinf(game->lander->yaw)*sinf(game->view_angle),
- sqrtf(2.0)*cosf(game->lander->yaw)*sinf(game->view_angle), sqrtf(2.0)*cosf(game->view_angle));
+ gluLookAt(game->lander->x-(game->view_dist*sinf(game->lander->yaw)),
+ game->lander->y-(game->view_dist*cosf(game->lander->yaw)),
+ game->lander->z, /* Look from */
+ game->lander->x, game->lander->y, game->lander->z, /* Look at */
+ 0.0, 0.0, 1.0); /* Up */
+ //glRotatef(rad2deg(game->view_yaw), 0.0, 0.0, 1.0);
+ glRotatef(rad2deg(-game->view_angle), 1.0, 0.0, 0.0);
if ( r->shaders ) glUseProgram(r->lighting_program);
if ( r->shaders ) render_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */
if ( r->shaders ) render_setuni(game->render->lighting_program, "texture_only", 0);