Missed a spot.

This commit is contained in:
Andrzej Kapolka 2014-03-24 15:07:57 -07:00
parent f1fd8175d2
commit 7bc0c8eff0

View file

@ -2142,7 +2142,6 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
viewFrustum.setOrientation(rotation);
// Also make sure it's got the correct lens details from the camera
viewFrustum.setOrthographic(false);
viewFrustum.setAspectRatio(aspectRatio);
viewFrustum.setFieldOfView(fov); // degrees
viewFrustum.setNearClip(nearClip);
@ -2218,8 +2217,8 @@ void Application::updateShadowMap() {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
glm::vec3 axis = glm::axis(inverseRotation);
glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
// store view matrix without translation, which we'll use for precision-sensitive objects
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);