Minor visual improvements
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0307759a8d
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4752146630
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@ -410,6 +410,7 @@ async function init() {
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gl.enable( gl.POLYGON_SMOOTH );
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gl.hint( gl.LINE_SMOOTH_HINT, gl.NICEST );
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gl.hint( gl.POLYGON_SMOOTH_HINT, gl.NICEST )
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gl.lineWidth(3.0);
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// start drawing
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requestAnimationFrame(draw);
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@ -480,7 +481,7 @@ async function draw() {
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// Real Matrices
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let realProjectionMatrix = [];
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mat4BuildPerspective(realProjectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.1, 30);
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mat4BuildPerspective(realProjectionMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.1, 30);
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let realViewMatrix = [];
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let realCameraPosition = [Math.cos(cameraYaw) * smoothCameraDistance * Math.cos(cameraPitch), Math.sin(cameraPitch) * smoothCameraDistance, Math.sin(cameraYaw) * smoothCameraDistance * Math.cos(cameraPitch)];
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@ -506,7 +507,7 @@ async function draw() {
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let virtualProjectionMatrix = [];
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mat4BuildPerspective(virtualProjectionMatrix, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4BuildPerspective(virtualProjectionMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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if (!invertZAxis) {
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let zAxisFlipMatrix = [];
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@ -541,15 +542,15 @@ async function draw() {
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// interpolated projection matrix
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let virtualProjectionMatrix1 = [];
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mat4BuildPerspective1(virtualProjectionMatrix1, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4BuildPerspective1(virtualProjectionMatrix1, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix1, identity, virtualProjectionMatrix1, interpolate[2]);
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let virtualProjectionMatrix2 = [];
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mat4BuildPerspective2(virtualProjectionMatrix2, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4BuildPerspective2(virtualProjectionMatrix2, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix2, identity, virtualProjectionMatrix2, interpolate[3]);
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let virtualProjectionMatrix3 = [];
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mat4BuildPerspective3(virtualProjectionMatrix3, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4BuildPerspective3(virtualProjectionMatrix3, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, interpolate[4]);
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mat4Identity(virtualProjectionMatrix);
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