I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger?
Do I do a scaling on the model matrix for each chunk? Or do I do something with the view matrix of the camera? When i tried these things, it messed up the coordinate system of my game, the blocks were not where they really were. I just want the player to be visually 2x bigger.
// the view matrix glm::mat4 Camera::GetViewMatrix() { glm::mat4 view = glm::lookAt(position, position + target, up); return view; } // Where i do the chunk rendering void WorldRenderer::RenderChunck(Chunk *c) { glActiveTexture(GL_TEXTURE0); worldTexture->BindTexture(); worldShader->Bind(); worldVertexBuffer->BindVertexArrayBuffer(); worldVertexBuffer->PutVertexData(c->meshData.verts, c->meshData.indices, c->meshData.textureCoords); glm::mat4 model = glm::mat4(1.0f); // model = local space to world space model = glm::translate(model, vec3(c->pos.x * Chunk::CHUNCK_SIZE, c->pos.y * Chunk::CHUNCK_SIZE, c->pos.z * Chunk::CHUNCK_SIZE)); worldShader->setMat4f("model", model); glDrawElements(GL_TRIANGLES, c->meshData.indices.size(), GL_UNSIGNED_INT, 0); } void WorldRenderer::Render(glm::mat4 projectionMatrix, glm::mat4 viewMatrix) { worldShader->setMat4f("view", viewMatrix); worldShader->setMat4f("projection", projectionMatrix); for (Chunk *c : renderedChunks) { this->RenderChunck(c); } } 