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Cliff Biffle committed b50bfff

Reworked camera and frustum setup so that the default projection is basically the Kinect's optical projection. This makes better use of display area.

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  • Parent commits 46f9829
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   camera = (camera_t) {
     .fov = 57,
     .pivot = { 0, 0, 0 },
-    .pos = { 0, 0, -3 },
+    .pos = { 0, 0, -0.001f },
     .target = { 0, 0, 0 },
     .up = { 0, 1, 0 },
   };
   }
 }
 
-#define MAXIMUM_DEPTH (16.0F)
+#define MAXIMUM_DEPTH (8.0F)
 
 - (void) updateProjection {
   [[self openGLContext] makeCurrentContext];
   glLoadIdentity();
   
   GLdouble near = -camera.pos.z - MAXIMUM_DEPTH;  
-  GLdouble far = -camera.pos.z + MAXIMUM_DEPTH * 16;
+  GLdouble far = -camera.pos.z + MAXIMUM_DEPTH;
   
   // I do not fully understand this.
   if (near < 0.0001) near = 0.0001;
   
   GLdouble aspectRatio = camera.viewWidth / (GLdouble) camera.viewHeight;
   
-  gluPerspective(camera.fov / aspectRatio, aspectRatio, near, far);
+  gluPerspective(camera.fov / 4.f * 3.f, aspectRatio, near, far);
 }
 
 - (void) updateModelView {