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- fixed: camera facing sprites need to orient themselves toward the actual camera position, not the view actor (which may be invalid or in a completely different part of the map if a portal is being rendered.)
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1 changed files with 2 additions and 2 deletions
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@ -287,8 +287,8 @@ void GLSprite::Draw(int pass)
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if (drawBillboardFacingCamera) {
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if (drawBillboardFacingCamera) {
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// [CMB] Rotate relative to camera XY position, not just camera direction,
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// which is nicer in VR
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// which is nicer in VR
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float xrel = xcenter - GLRenderer->mViewActor->X();
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float xrel = xcenter - ViewPos.X;
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float yrel = ycenter - GLRenderer->mViewActor->Y();
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float yrel = ycenter - ViewPos.Y;
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
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float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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float relAngleDeg = counterRotationDeg + absAngleDeg;
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