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tupone | glRotatef(270 - atan(camerapos[1] / camerapos[2]) / deg2Rad + (camerapos[2] >= 0 ? 180 : 0), 0,1,0); | 17:01 |
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tupone | in effectRenderer. I don't know what it is doing. But I suppose is equivalent to: | 17:02 |
tupone | glRotatef(atan2f(camerapos[2], camerapos[1]) / deg2Rad, 0,1,0); | 17:02 |
tupone | and the last one does not suffer a div by 0 | 17:02 |
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Agatha | Yeah that looks like an improvement (though should improve further with `std::atan2` and a function to convert to degrees). As to what it does, it applies a rotation that turns toward the position of the camera. Though, I thought z was up in bzflag, and this rotates on y? | 18:09 |
tupone | I know that it turn but why. What effect is doing | 18:59 |
tupone | it looks strange | 19:10 |
BZNotify | 2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/999f094aacc2...3eb6bdb6c268): | 20:18 |
BZNotify | 2.4 @ bzflag: atupone 3eb6bd: fix a divide by 0 (https://github.com/BZFlag-Dev/bzflag/commit/3eb6bdb6c268c5b0098322ca17a815a6cde403f0) | 20:18 |
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