webgl-fundamentals
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Why multiply camera radius by 1.5?
Why do you multiply the camera radius by 1.5?
cameraMatrix = m4.translate(cameraMatrix, 0, 0, radius * 1.5);
Instead of making the radius 200
, you could just make it 300
. So do we need the 1.5
?
The radius
defines the radius of the circle of F
s. We want the camera to be outside that circle not on that circle.
Yes, you could just make it 300
. As it is though it will always be outside the circle of F
s