fix: use radians instead of degrees for camera zoom.

This commit is contained in:
Joey de Vries
2017-09-21 08:35:13 +02:00
parent c6b404915d
commit 2e0035a8d4
28 changed files with 28 additions and 28 deletions

View File

@@ -256,7 +256,7 @@ int main()
camera.Yaw -= 180.0f; // reset it back to its original orientation
camera.Pitch -= 180.0f;
camera.ProcessMouseMovement(0, 0, true);
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.setMat4("view", view);
shader.setMat4("projection", projection);
// cubes