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author | BenH <sketchyfun@gmail.com> | 2015-06-24 21:06:31 +0100 |
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committer | BenH <sketchyfun@gmail.com> | 2015-06-24 21:06:31 +0100 |
commit | d807a2298145e72cdcb9290eb6c7e6c88df9848a (patch) | |
tree | 5c88615016f5966decbe1fab9f8f6baf1d858fd1 | |
parent | 48f1d02da4795ba9d485fe5fe2bea907be2fc467 (diff) |
Billboards were being displayed upside down when drawn to a render texture
Render texture's view transforms seem to be inverted, so when drawing
billboards, the 'up' vector given to set_look_at() is also inverted and
so the billboard gets drawn upside down.
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index efc92c5d9f..05ae85e096 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -6683,7 +6683,13 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (e->instance->billboard) { Vector3 scale = xf.basis.get_scale(); - xf.set_look_at(xf.origin,xf.origin+p_view_transform.get_basis().get_axis(2),p_view_transform.get_basis().get_axis(1)); + + if (current_rt && current_rt_vflip) { + xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), -p_view_transform.get_basis().get_axis(1)); + } else { + xf.set_look_at(xf.origin, xf.origin + p_view_transform.get_basis().get_axis(2), p_view_transform.get_basis().get_axis(1)); + } + xf.basis.scale(scale); } material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf); |