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when behind the camera the gizmo is still rendered but wrong. Add the following stuff to prevent this.
gContext.mCameraNearPlane.x = (gContext.mViewProjection.m[0][2]); gContext.mCameraNearPlane.y = (gContext.mViewProjection.m[1][2]); gContext.mCameraNearPlane.z = (gContext.mViewProjection.m[2][2]); gContext.mCameraNearPlane.w = (gContext.mViewProjection.m[3][2]);
and this
`void Manipulate(const float view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix) { ComputeContext(view, projection, matrix, mode); // set delta to identity if (deltaMatrix) ((matrix_t)deltaMatrix)->SetToIdentity();
vec_t cameraEyeToGizmo = Normalized(gContext.mModel.v.position - gContext.mCameraEye); if (cameraEyeToGizmo.Dot3(gContext.mCameraNearPlane) < 0) return;'
The text was updated successfully, but these errors were encountered:
Shame on me! And same applies to the debug cube display. That will be fixed tomorrow. Thank you!
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when behind the camera the gizmo is still rendered but wrong.
Add the following stuff to prevent this.
gContext.mCameraNearPlane.x = (gContext.mViewProjection.m[0][2]); gContext.mCameraNearPlane.y = (gContext.mViewProjection.m[1][2]); gContext.mCameraNearPlane.z = (gContext.mViewProjection.m[2][2]); gContext.mCameraNearPlane.w = (gContext.mViewProjection.m[3][2]);
and this
`void Manipulate(const float view, const float *projection, OPERATION operation, MODE mode, float *matrix, float *deltaMatrix)
{
ComputeContext(view, projection, matrix, mode);
// set delta to identity
if (deltaMatrix)
((matrix_t)deltaMatrix)->SetToIdentity();
The text was updated successfully, but these errors were encountered: