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- I discovered that the Camera class has a Yaw that is actually 180deg off of true yaw. So when the avatar is facing at a yaw of 0deg, we were setting the camera to 180. This was causing the direction vectors to be rotated from where we expected them to be, and as a result the frustum was wrong - I did not fix the camera and the calls to glRotate() since I don't yet understan how these work. BUT. I did fix the frustum code to fix up this yaw before calculating the vectors |
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