mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
Disable facing camera rotations if the actor is a flat/wall sprite.
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
This commit is contained in:
parent
cc8d84cd5d
commit
e56196eb1a
1 changed files with 1 additions and 1 deletions
|
@ -302,7 +302,7 @@ void GLSprite::Draw(int pass)
|
|||
mat.Translate(xcenter, zcenter, ycenter); // move to sprite center
|
||||
|
||||
// Order of rotations matters. Perform yaw rotation (Y, face camera) before pitch (X, tilt up/down).
|
||||
if (drawBillboardFacingCamera)
|
||||
if (drawBillboardFacingCamera && !isFlatSprite)
|
||||
{
|
||||
// [CMB] Rotate relative to camera XY position, not just camera direction,
|
||||
// which is nicer in VR
|
||||
|
|
Loading…
Reference in a new issue