Invert X and Y axes to fix them

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent dc8e9c198c
commit 9db786f71d
  1. BIN
      C++ProjectTemplate
  2. 13
      main.cpp

Binary file not shown.

@ -334,10 +334,10 @@ public:
vCamera=Vector_Sub(vCamera,vForward);
}
if (GetKey(olc::A).bHeld) {
fYaw+=2*fElapsedTime;
fYaw-=2*fElapsedTime;
}
if (GetKey(olc::D).bHeld) {
fYaw-=2*fElapsedTime;
fYaw+=2*fElapsedTime;
}
// Set up rotation matrices
@ -380,7 +380,7 @@ public:
vec3d vCameraRay=Vector_Sub(triTransformed.p[0],vCamera);
if (Vector_DotProduct(normal,vCameraRay)<0) {
vec3d light_dir=Vector_Mul(vLookDir, -1);
vec3d light_dir=Vector_Mul(vCameraRay,-1);
light_dir=Vector_Normalise(light_dir);
float dp = std::max(0.1f,Vector_DotProduct(light_dir,normal));
@ -401,6 +401,13 @@ public:
triProjected.p[2]=Vector_Div(triProjected.p[2],triProjected.p[2].w);
triProjected.col=triTransformed.col;
triProjected.p[0].x*=-1.0f;
triProjected.p[1].x*=-1.0f;
triProjected.p[2].x*=-1.0f;
triProjected.p[0].y*=-1.0f;
triProjected.p[1].y*=-1.0f;
triProjected.p[2].y*=-1.0f;
// Scale into view
vec3d vOffsetView={1,1,0};
triProjected.p[0] = Vector_Add(triProjected.p[0],vOffsetView);

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