Showing the changes to interface/src/VoxelSystem.cpp (1 of 9 files). Show all
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| @@ -184,7 +184,7 @@ int VoxelSystem::treeToArrays(VoxelNode *currentNode, float nodePosition[3]) { · 183 unmodified lines | |||
| 184 | int voxelsAdded = 0; | 184 | int voxelsAdded = 0; |
| 185 | 185 | ||
| 186 | float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE); | 186 | float halfUnitForVoxel = powf(0.5, *currentNode->octalCode) * (0.5 * TREE_SCALE); |
| 187 | glm::vec3 viewerPosition = viewerHead->getPos(); | 187 | glm::vec3 viewerPosition = viewerHead->getBodyPosition(); |
| 188 | 188 | ||
| 189 | // XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the | 189 | // XXXBHG - Note: It appears as if the X and Z coordinates of Head or Agent are flip-flopped relative to the |
| 190 | // coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack | 190 | // coords of the voxel space. This flip flop causes LOD behavior to be extremely odd. This is my temporary hack |