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authorJuan Linietsky <reduzio@gmail.com>2023-04-15 10:01:43 +0200
committerSilc Lizard (Tokage) Renew <61938263+TokageItLab@users.noreply.github.com>2023-05-24 10:10:24 +0900
commit5fdc1232eff45e31ee53f58e618de6c58d3f7203 (patch)
treeff8e6d4a7a3557d4d42c78294425c2604d35fd17 /drivers/vulkan/rendering_device_vulkan.cpp
parentd5c1b9f883adbb54900c145eafcaa789d0fd563c (diff)
downloadredot-engine-5fdc1232eff45e31ee53f58e618de6c58d3f7203.tar.gz
Add the ability to look-at in model-space.
This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility. * Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets. * Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector. The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot) and make it easier to understand where 3D models are facing, as well as orienting them via look_at.
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