GLuint tile_vao;
GLuint tile_vbo;
-} world = { .w = 1, .h = 1 };
+} world = { .w = 4, .h = 4 };
int main( int argc, char *argv[] )
{
float quad_mesh[] =
{
- 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f
+ 0.05f, 0.05f, 0.05f, 0.95f, 0.95f, 0.95f,
+ 0.05f, 0.05f, 0.95f, 0.95f, 0.95f, 0.05f
};
glBindVertexArray( world.tile_vao );
m3x3_projection( m_projection, -size, size, size*ratio, -size*ratio );
m3x3_identity( m_view );
+ m3x3_translate( m_view, (v3f){ -0.5f * world.w, -0.5f * world.h } );
m3x3_mul( m_projection, m_view, vg_pv );
vg_projection_update();
}