Minor visual improvements

This commit is contained in:
Dennis Allerkamp 2025-05-09 12:54:28 +02:00
parent 0307759a8d
commit 4752146630
1 changed files with 6 additions and 5 deletions

View File

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