diff --git a/src/display/texture.c b/src/display/texture.c index e2596f41..13ce9725 100644 --- a/src/display/texture.c +++ b/src/display/texture.c @@ -19,10 +19,15 @@ void textureInit(texture_t *texture, int32_t width, int32_t height, glBindTexture(GL_TEXTURE_2D, texture->id); // Setup our preferred texture params - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Start by buffering all transparent black pixels. if(pixels == NULL) { diff --git a/src/poker/render/look.c b/src/poker/render/look.c index e973e33c..c61ee2f2 100644 --- a/src/poker/render/look.c +++ b/src/poker/render/look.c @@ -10,11 +10,11 @@ void pokerLookAtPlayer(camera_t *camera, uint8_t seat) { float x, z, angle; angle = POKER_SEAT_ANGLE(seat); - x = sin(angle); - z = cos(angle); + x = sin(angle) * 0.8; + z = cos(angle) * 0.8; cameraLookAt(camera, - x, 0.2, z, - -x, 0.2, -z + x, 0.3, z, + -x, 0.3, -z ); }