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From: <axl...@us...> - 2009-07-25 18:58:50
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Revision: 436
http://hgengine.svn.sourceforge.net/hgengine/?rev=436&view=rev
Author: axlecrusher
Date: 2009-07-25 18:58:42 +0000 (Sat, 25 Jul 2009)
Log Message:
-----------
camera and frustum go into viewmatrix
Modified Paths:
--------------
Mercury2/src/Camera.cpp
Mercury2/src/Viewport.cpp
Modified: Mercury2/src/Camera.cpp
===================================================================
--- Mercury2/src/Camera.cpp 2009-07-25 18:33:03 UTC (rev 435)
+++ Mercury2/src/Camera.cpp 2009-07-25 18:58:42 UTC (rev 436)
@@ -32,7 +32,8 @@
r.toMatrix4( local );
local.Translate( GetPosition()*-1 );
- m_globalMatrix = local * parent; //fold in any parent transform in reverse (correct rotation)
+// m_globalMatrix = local * parent; //fold in any parent transform in reverse (correct rotation)
+ VIEWMATRIX = local * parent;
//compute camera position in world space (broken if camera is in transform node)
local = MercuryMatrix::Identity();
Modified: Mercury2/src/Viewport.cpp
===================================================================
--- Mercury2/src/Viewport.cpp 2009-07-25 18:33:03 UTC (rev 435)
+++ Mercury2/src/Viewport.cpp 2009-07-25 18:58:42 UTC (rev 436)
@@ -31,7 +31,7 @@
// EYE = MercuryVertex(0,0,0,1); //wrong
// EYE = matrix * EYE;
- VIEWMATRIX = matrix;
+// VIEWMATRIX = matrix;
//the camera sets this (the calculation here is wrong)
// MercuryVector z(0,0,-1); //look down Z by default
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