This keeps radars of interfering with each other quite so badly
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double ang = atan(height/FOV_DIST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double ang = atan(height/FOV_DIST);
- gluPerspective(rad2deg(ang)*2, width/height, 1, 10*EARTH_R);
+ gluPerspective(rad2deg(ang)*2, width/height, 1000, 10*EARTH_R);
#ifndef ROAM_DEBUG
g_mutex_lock(opengl->sphere_lock);
#ifndef ROAM_DEBUG
g_mutex_lock(opengl->sphere_lock);