fixed plainting with new head implementation

This commit is contained in:
ZappoMan 2013-04-11 01:36:52 -07:00
parent 24862ca535
commit 0fff73e225

View file

@ -490,9 +490,9 @@ void simulateHead(float frametime)
glm::vec3 avatarPos = myAvatar.getPos();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/-10.0;
::paintingVoxel.y = avatarPos.y/-10.0;
::paintingVoxel.z = avatarPos.z/-10.0;
::paintingVoxel.x = avatarPos.x/10.0;
::paintingVoxel.y = avatarPos.y/10.0;
::paintingVoxel.z = avatarPos.z/10.0;
unsigned char* bufferOut;
int sizeOut;
@ -932,7 +932,7 @@ void display(void)
sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
drawtext(WIDTH-350,40, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
}
glPopMatrix();