But instead it's anchored to the "default" eye position, which is where the eyes are in the model, before IK or animations occur.
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| @@ -3381,7 +3381,7 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi · 3380 unmodified lines | |||
| 3381 | // This was removed in commit 71e59cfa88c6563749594e25494102fe01db38e9 but could be further | 3381 | // This was removed in commit 71e59cfa88c6563749594e25494102fe01db38e9 but could be further |
| 3382 | // investigated in order to adapt the technique while fixing the head rendering issue, | 3382 | // investigated in order to adapt the technique while fixing the head rendering issue, |
| 3383 | // but the complexity of the hack suggests that a better approach | 3383 | // but the complexity of the hack suggests that a better approach |
| 3384 | _mirrorCamera.setPosition(_myAvatar->getHead()->getEyePosition() + | 3384 | _mirrorCamera.setPosition(_myAvatar->getDefaultEyePosition() + |
| 3385 | _myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale()); | 3385 | _myAvatar->getOrientation() * glm::vec3(0.0f, 0.0f, -1.0f) * MIRROR_REARVIEW_DISTANCE * _myAvatar->getScale()); |
| 3386 | } | 3386 | } |
| 3387 | _mirrorCamera.setProjection(glm::perspective(glm::radians(fov), aspect, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP)); | 3387 | _mirrorCamera.setProjection(glm::perspective(glm::radians(fov), aspect, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP)); |