decreased frustrum values to be able to zoom to planets/lunes that are small, 0 to see the Sun
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								window.c
									
									
									
									
									
								
							
							
						
						
									
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								window.c
									
									
									
									
									
								
							@ -152,7 +152,7 @@ void draw(void) {
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	 * vecteurs se trouvent dans la bibliothèque GL4Dummies, dans le
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	 * fichier gl4dm.h */
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	/* charger un frustum dans projMat */
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	MFRUSTUM(projMat, -0.05f, 0.05f, -0.05f, 0.05f, 0.1f, 1000.0f);
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	MFRUSTUM(projMat, -0.005f, 0.005f, -0.005f, 0.005f, 0.01f, 1000.0f);
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	/* charger la matrice identité dans model-view */
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	MIDENTITY(mvMat);
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	/* on place la caméra en arrière-haut, elle regarde le centre de la scène */
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@ -203,7 +203,7 @@ void draw(void) {
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	rotate(nmv, (a / 365.2425f), 0.0f, 1.0f, 0.0f);
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	translate(nmv, 11.0f, 1.0f, 0.0f);
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	rotate(nmv, a, 0.0f, 1.0f, 0.0f);
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	/*scale(nmv, (1/108.0f) * 12.0f / 30, (1/108.0f) * 12.0f / 30, (1/108.0f) * 12.0f / 30);*/
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	scale(nmv, (1/108.0f) * 12.0f / 20, (1/108.0f) * 12.0f / 20, (1/108.0f) * 12.0f / 20);
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	transform_n_raster(_moon, nmv, projMat);
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	// MARS
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@ -315,6 +315,17 @@ void key(int keycode) {
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			break;
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		case GL4DK_z:
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			break;
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		case GL4DK_0:
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			_cam.x = 0;
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			_cam.y = 1.0f;
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			_cam.z = 10;
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			_cam.theta = 0;
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			/*_cam = {0, 1.0f, 10, 0};*/
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			break;
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		case GL4DK_1:
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			break;
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		case GL4DK_2:
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			break;
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		case GL4DK_t: /* 't' la texture */
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			_use_tex = !_use_tex;
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			if(_use_tex) {
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