float dist = size/t;
if(!tight)
dist += sin(camera.get_field_of_view()/2)*size;
- GL::Vector3 center((minp.x+maxp.x)/2, (minp.y+maxp.y)/2, 0);
+ GL::Vector3 center = (minp+maxp)/2.0f;
const GL::Vector3 &look = camera.get_look_direction();
- camera.set_position(GL::Vector3(center.x-look.x*dist, center.y-look.y*dist, center.z-look.z*dist));
+ camera.set_position(center-look*dist);
}
void View3D::render()