Fix for ScatterSky zOffset

zOffset was mistakenly applied to wrong transform matrix. Fixes #1721.
This commit is contained in:
chaigler 2018-07-07 13:16:46 -04:00
parent 9095f0ef44
commit eca331206f

View file

@ -955,8 +955,9 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat
Point3F camPos2 = state->getCameraPosition();
MatrixF xfm(true);
xfm.setPosition(camPos2 - Point3F(0, 0, mZOffset));
GFX->multWorld(xfm);
MatrixF xform(proj);//GFX->getProjectionMatrix());
xform *= GFX->getViewMatrix();
xform *= GFX->getWorldMatrix();
@ -968,7 +969,6 @@ void ScatterSky::_render( ObjectRenderInst *ri, SceneRenderState *state, BaseMat
rotMat.set(EulerF(M_PI_F, 0.0, 0.0));
xform.mul(rotMat);
}
xform.setPosition(xform.getPosition() - Point3F(0, 0, mZOffset));
mShaderConsts->setSafe( mModelViewProjSC, xform );
mShaderConsts->setSafe( mMiscSC, miscParams );