From 16bea6cf1fdc59dc8a724571477d20597e43cbb3 Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Mon, 2 May 2016 10:46:44 -0500 Subject: [PATCH] - Fixed: Roll must orient the rotation based on pitch, not the other way around. --- src/gl/scene/gl_sprite.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 52c9f6aa93..2301fc7ba3 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -329,11 +329,11 @@ void GLSprite::Draw(int pass) { float pitchDegrees = actor->Angles.Pitch.Degrees; mat.Rotate(0, 1, 0, 0); + mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees); if (drawRollSpriteActor) { mat.Rotate(yawvecX, 0, yawvecY, rollDegrees); } - mat.Rotate(-yawvecY, 0, yawvecX, pitchDegrees); } // [fgsfds] Rotate the sprite about the sight vector (roll) else if (spritetype == RF_WALLSPRITE)