Showing the changes to interface/src/Application.cpp (1 of 1 file). Show all
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| @@ -2142,7 +2142,6 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) { · 2141 unmodified lines | ||
| 2142 | 2142 | viewFrustum.setOrientation(rotation); |
| 2143 | 2143 | |
| 2144 | 2144 | // Also make sure it's got the correct lens details from the camera |
| 2145 | − viewFrustum.setOrthographic(false); | |
| 2146 | 2145 | viewFrustum.setAspectRatio(aspectRatio); |
| 2147 | 2146 | viewFrustum.setFieldOfView(fov); // degrees |
| 2148 | 2147 | viewFrustum.setNearClip(nearClip); |
| @@ -2218,8 +2217,8 @@ void Application::updateShadowMap() { · 69 unmodified lines | ||
| 2218 | 2217 | glMatrixMode(GL_MODELVIEW); |
| 2219 | 2218 | glPushMatrix(); |
| 2220 | 2219 | glLoadIdentity(); |
| 2221 | − glm::vec3 axis = glm::axis(rotation); | |
| 2222 | − glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); | |
| 2220 | + glm::vec3 axis = glm::axis(inverseRotation); | |
| 2221 | + glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z); | |
| 2223 | 2222 | |
| 2224 | 2223 | // store view matrix without translation, which we'll use for precision-sensitive objects |
| 2225 | 2224 | glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix); |