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authorPedro J. Estébanez <pedrojrulez@gmail.com>2018-07-09 21:07:15 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2018-07-09 21:07:15 +0200
commitec5c96dbe11f3f62f7a47204d65392ff25b5a62a (patch)
treea5c0b8c59fb216b571c7a164e3e438170f63bc12
parent149c6709897db45bfc7107fa1c56dbf1630a7857 (diff)
Fix camera offsets not applied always
Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well. This commit considers them for the camera matrix at all times.
-rw-r--r--scene/3d/camera.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index e11e8abe5b..90f5659f9f 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -74,10 +74,7 @@ void Camera::_update_camera() {
if (!is_inside_tree())
return;
- Transform tr = get_camera_transform();
- tr.origin += tr.basis.get_axis(1) * v_offset;
- tr.origin += tr.basis.get_axis(0) * h_offset;
- VisualServer::get_singleton()->camera_set_transform(camera, tr);
+ VisualServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
// here goes listener stuff
/*
@@ -143,7 +140,10 @@ void Camera::_notification(int p_what) {
Transform Camera::get_camera_transform() const {
- return get_global_transform().orthonormalized();
+ Transform tr = get_global_transform().orthonormalized();
+ tr.origin += tr.basis.get_axis(1) * v_offset;
+ tr.origin += tr.basis.get_axis(0) * h_offset;
+ return tr;
}
void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) {