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author | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
commit | b24fe3dd206ce391ec4c5f68d32fc2259f275563 (patch) | |
tree | 5d05b14d21ba1c8a484f9b7f3739a63f42ca082d /scene/3d/camera.cpp | |
parent | 870c075ebf67749b21b6cc0c705088bbe273f1bb (diff) | |
download | redot-engine-b24fe3dd206ce391ec4c5f68d32fc2259f275563.tar.gz |
Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
Diffstat (limited to 'scene/3d/camera.cpp')
-rw-r--r-- | scene/3d/camera.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index 4245bfa2c9..c85ad70c63 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -262,7 +262,7 @@ void Camera::_notification(int p_what) { Transform Camera::get_camera_transform() const { - return get_global_transform(); + return get_global_transform().orthonormalized(); } void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) { @@ -695,7 +695,7 @@ Vector<Plane> Camera::get_frustum() const { else cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH); - return cm.get_projection_planes(get_global_transform()); + return cm.get_projection_planes(get_camera_transform()); } @@ -704,7 +704,7 @@ Vector<Plane> Camera::get_frustum() const { void Camera::look_at(const Vector3& p_target, const Vector3& p_up_normal) { Transform lookat; - lookat.origin=get_global_transform().origin; + lookat.origin=get_camera_transform().origin; lookat=lookat.looking_at(p_target,p_up_normal); set_global_transform(lookat); } |