clear_buf(screen);
}
- vector_scale(&camera.pos, camera.zoom, &itr.limit[0]);
+ itr.limit[0] = camera.pos;
vect.x = screen->w / 2;
vect.y = screen->h / 2;
- vector_scale(&vect, camera.zoom, &vect);
+ vector_scale(&vect, 1 / camera.zoom, &vect);
vector_add(&itr.limit[0], &vect, &itr.limit[1]);
vector_sub(&itr.limit[0], &vect, &itr.limit[0]);