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:
MajorCooke 2016-07-05 19:10:49 -05:00 committed by Christoph Oelckers
parent cc8d84cd5d
commit e56196eb1a

View file

@ -302,7 +302,7 @@ void GLSprite::Draw(int pass)
mat.Translate(xcenter, zcenter, ycenter); // move to sprite center 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). // 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, // [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR // which is nicer in VR