rendered paste bodystruct perspective {
float xangle, yangle;
float scale;
float sensitivity;
};
struct perspective glPerspective;
void
mousehandler(SDL_MouseMotionEvent mouseEvent)
{
if (moveperspective) {
glPerspective.xangle += mouseEvent.xrel;
glPerspective.yangle += mouseEvent.yrel;
updatePerspective();
}
}
void
updatePerspective(void)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(glPerspective.yangle * glPerspective.sensitivity, 1, 0, 0);
glRotatef(glPerspective.xangle * glPerspective.sensitivity, 0, 1, 0);
}