void FrustumCullingApp::update() { mFrustumPlaneCached = false; mAngle -= ( mAngle - mAngleDest ) * 0.1f; mEye -= ( mEye - mEyeDest ) * 0.2f; mEyeNormal = Vec3f( sin( mAngle ), 0.0f, cos( mAngle ) ); mCenter = mEye + mEyeNormal * 50.0f; mCam.setPerspective( 25.0f, getWindowAspectRatio(), 100.0f, 350.0f ); mCam.lookAt( mEye, mCenter, mUp ); calcNearAndFarClipCoordinates( mCam ); if( mIsWatchingCam ){ mREye.lerpEq( mDecay, Vec3f( mEye.x + cos( mCounter * 0.003f ) * 300.0f, 100.0f, mEye.y + sin( mCounter * 0.003f ) * 300.0f ) ); mRCenter.lerpEq( mDecay, Vec3f( mEye + mEyeNormal * 250.0f ) ); mFov -= ( mFov - 60.0f ) * mDecay; mNear -= ( mNear - 10.0f ) * mDecay; mFar -= ( mFar - 1500.0f ) * mDecay; } else { mREye.lerpEq( mDecay, mEye ); mRCenter.lerpEq( mDecay, mCenter ); mFov -= ( mFov - mCam.getFov() ) * mDecay; mNear -= ( mNear - mCam.getNearClip() ) * mDecay; mFar -= ( mFar - mCam.getFarClip() ) * mDecay; } mRenderCam.setPerspective( mFov, getWindowAspectRatio(), 10.0f, 1500.0f ); mRenderCam.lookAt( mREye, mRCenter, mUp ); gl::setMatrices( mRenderCam ); mCounter += 1.0f; }