mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Fix floating point update for camera facing billboard mode.
This commit is contained in:
parent
c4590a2615
commit
6d95c9d544
1 changed files with 5 additions and 4 deletions
|
@ -278,7 +278,6 @@ void GLSprite::Draw(int pass)
|
|||
float xcenter = (x1 + x2)*0.5;
|
||||
float ycenter = (y1 + y2)*0.5;
|
||||
float zcenter = (z1 + z2)*0.5;
|
||||
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
|
||||
|
||||
Matrix3x4 mat;
|
||||
mat.MakeIdentity();
|
||||
|
@ -288,10 +287,10 @@ void GLSprite::Draw(int pass)
|
|||
if (drawBillboardFacingCamera) {
|
||||
// [CMB] Rotate relative to camera XY position, not just camera direction,
|
||||
// which is nicer in VR
|
||||
float xrel = xcenter - FIXED2FLOAT(GLRenderer->mViewActor->X());
|
||||
float yrel = ycenter - FIXED2FLOAT(GLRenderer->mViewActor->Y());
|
||||
float xrel = xcenter - GLRenderer->mViewActor->X();
|
||||
float yrel = ycenter - GLRenderer->mViewActor->Y();
|
||||
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
|
||||
float counterRotationDeg = 270. - float(GLRenderer->mAngles.Yaw); // counteracts existing sprite rotation
|
||||
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
|
||||
float relAngleDeg = counterRotationDeg + absAngleDeg;
|
||||
|
||||
mat.Rotate(0, 1, 0, relAngleDeg);
|
||||
|
@ -302,6 +301,8 @@ void GLSprite::Draw(int pass)
|
|||
// Rotate the sprite about the vector starting at the center of the sprite
|
||||
// triangle strip and with direction orthogonal to where the player is looking
|
||||
// in the x/y plane.
|
||||
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
|
||||
|
||||
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
|
||||
}
|
||||
mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center
|
||||
|
|
Loading…
Reference in a new issue