# How to make player seem bigger / world smaller, without changing world coordinates

I am making a voxel game with OpenGl, I've got the major parts working, except the camera seems small compared to the the blocks. How do I make the camera bigger?
Do I do a scaling on the model matrix for each chunk? Or do I do something with the view matrix of the camera? When i tried these things, it messed up the coordinate system of my game, the blocks were not where they really were. I just want the player to be visually 2x bigger.

// the view matrix
glm::mat4 Camera::GetViewMatrix()
{
glm::mat4 view = glm::lookAt(position, position + target, up);
return view;
}

// Where i do the chunk rendering
void WorldRenderer::RenderChunck(Chunk *c)
{
glActiveTexture(GL_TEXTURE0);
worldTexture->BindTexture();
worldVertexBuffer->BindVertexArrayBuffer();
worldVertexBuffer->PutVertexData(c->meshData.verts, c->meshData.indices, c->meshData.textureCoords);

glm::mat4 model = glm::mat4(1.0f); // model = local space to world space
model = glm::translate(model, vec3(c->pos.x * Chunk::CHUNCK_SIZE, c->pos.y * Chunk::CHUNCK_SIZE, c->pos.z * Chunk::CHUNCK_SIZE));

glDrawElements(GL_TRIANGLES, c->meshData.indices.size(), GL_UNSIGNED_INT, 0);
}
void WorldRenderer::Render(glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
{

for (Chunk *c : renderedChunks)
{
this->RenderChunck(c);
}
}


• Try scaling geometry in view space in the shader – Ocelot Sep 6 '20 at 0:21
• For anybody finding this question from search engine: depth of field is something else that affects the perception of size. – Theraot Feb 20 at 21:55
• @Theraot I think the vast majority of 3D games don't even have depth of field, and they work just fine. Eye height is more important. – user253751 Feb 21 at 12:38