camera y position control by arrows UP/DOWN
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								window.c
									
									
									
									
									
								
							@ -46,7 +46,7 @@ struct cam_t {
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	float theta;
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						float theta;
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};
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					};
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static cam_t _cam = {0, 1.0f, 50, 0};
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					static cam_t _cam = {0, 1.0f, 10, 0};
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static float _v = 0.1f;
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					static float _v = 0.1f;
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@ -184,10 +184,10 @@ void draw(void) {
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	// EARTH
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						// EARTH
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	memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */
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						memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */
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	rotate(nmv, (a / 365.2425f), 0.0f, 1.0f, 0.0f); 
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						rotate(nmv, (a / 365.2425f), 0.0f, 1.0f, 0.0f);
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	translate(nmv, 30.0f, 1.0f, 0.0f);
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						translate(nmv, 30.0f, 1.0f, 0.0f);
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	scale(nmv, (1/108.0f) * 12.0f, (1/108.0f) * 12.0f, (1/108.0f) * 12.0f);
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						scale(nmv, (1/108.0f) * 12.0f, (1/108.0f) * 12.0f, (1/108.0f) * 12.0f);
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	rotate(nmv, a, 0.234f, 1.0f, 0.0f); 
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						rotate(nmv, a, 0.234f, 1.0f, 0.0f);
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	transform_n_raster(_planet[2], nmv, projMat);
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						transform_n_raster(_planet[2], nmv, projMat);
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	// MARS
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						// MARS
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@ -251,8 +251,10 @@ void key(int keycode) {
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	double dtheta = M_PI, step = 5.0;
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						double dtheta = M_PI, step = 5.0;
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	switch(keycode) {
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						switch(keycode) {
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		case GL4DK_UP:
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							case GL4DK_UP:
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								_cam.y += 5 * dtheta;
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			break;
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								break;
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		case GL4DK_DOWN:
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							case GL4DK_DOWN:
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								_cam.y -= 5 * dtheta;
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			break;
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								break;
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		case GL4DK_RIGHT:
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							case GL4DK_RIGHT:
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			_s += 30.0f;
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								_s += 30.0f;
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