// generate base plate
vec4f groundColor(0.8, 0.8, 0.6, 1.0);
- vec3f position = vec3f(0.0, 0.0, 0.0);
+ vec3f position = vec3f(0.0, -0.1, 0.1);
vec3f size = vec3f(CITY_GRID_SIZE * 3, 0.0, -CITY_GRID_SIZE * 2.0 * m_houseCount);
Ground* ground = new Ground(position, size, groundColor, pShader);
m_renderList.push_back(ground);
}
// generate car
- vec3f carPosition(1.4 * CITY_GRID_SIZE, 0.0, -0.3);
+ vec3f carPosition(1.4 * CITY_GRID_SIZE, 0.01, -0.3);
vec3f carSize(0.2f, 0.2f, 0.3f);
vec4f carColor(0.7, 0.3, 0.3, 1.0);
Car* car = new Car(carPosition, carSize, carColor, pShader);