lib/gamnit depth: solve the mysterious bug "Why is the Y axis inverted?"
authorAlexis Laferrière <alexis.laf@xymus.net>
Thu, 21 Jan 2016 11:12:16 +0000 (06:12 -0500)
committerAlexis Laferrière <alexis.laf@xymus.net>
Mon, 25 Jan 2016 16:54:33 +0000 (11:54 -0500)
Signed-off-by: Alexis Laferrière <alexis.laf@xymus.net>

lib/gamnit/depth/more_materials.nit

index 983b0fc..453c7e4 100644 (file)
@@ -45,7 +45,7 @@ class SmoothMaterial
                var mesh = model.mesh
 
                # Actor specs
-               program.translation.uniform(actor.center.x, -actor.center.y, actor.center.z, 0.0)
+               program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
                program.scale.uniform actor.scale
                program.rotation.uniform new Matrix.rotation(actor.rotation, 0.0, 1.0, 0.0)
 
@@ -137,7 +137,7 @@ class TexturedMaterial
                        program.use_map_specular.uniform false
                end
 
-               program.translation.uniform(actor.center.x, -actor.center.y, actor.center.z, 0.0)
+               program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
                program.scale.uniform actor.scale
 
                program.tex_coord.array_enabled = need_tex_coord
@@ -182,7 +182,7 @@ class NormalsMaterial
 
                # TODO apply normal map
 
-               program.translation.uniform(actor.center.x, -actor.center.y, actor.center.z, 0.0)
+               program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
                program.scale.uniform actor.scale
 
                program.tex_coord.array_enabled = true