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Head camera scaling always one if gyros off so that mouse look works.
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1556886a64
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f6e6ceddfe
1 changed files with 4 additions and 2 deletions
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@ -303,6 +303,8 @@ void Application::paintGL() {
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glEnable(GL_LINE_SMOOTH);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float headCameraScale = _serialHeadSensor.active ? _headCameraPitchYawScale : 1.0f;
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if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
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_myCamera.setTightness (100.0f);
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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@ -318,11 +320,11 @@ void Application::paintGL() {
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} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_myCamera.setTightness(0.0f); // In first person, camera follows head exactly without delay
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(_headCameraPitchYawScale));
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(headCameraScale));
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} else if (_myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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_myCamera.setTargetPosition(_myAvatar.getUprightHeadPosition());
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(_headCameraPitchYawScale));
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_myCamera.setTargetRotation(_myAvatar.getHead().getCameraOrientation(headCameraScale));
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}
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// Update camera position
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