FIxed the broken shadows

This commit is contained in:
Sam Gateau 2015-04-03 17:58:21 -07:00
parent 3b5c8d7b38
commit 17743c6013

View file

@ -684,12 +684,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
_transforms.push_back(Transform());
}
if (args && args->_viewFrustum) {
_transforms[0].setTranslation(args->_viewFrustum->getPosition());
_transforms[0].setRotation(args->_viewFrustum->getOrientation());
} else {
_transforms[0] = _viewState->getViewTransform();
}
_transforms[0] = _viewState->getViewTransform();
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
@ -1729,12 +1724,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
_transforms.push_back(Transform());
}
if (args && args->_viewFrustum) {
_transforms[0].setTranslation(args->_viewFrustum->getPosition());
_transforms[0].setRotation(args->_viewFrustum->getOrientation());
} else {
_transforms[0] = _viewState->getViewTransform();
}
_transforms[0] = _viewState->getViewTransform();
_transforms[0].preTranslate(-_translation);