fix rotation of depth reticle

This commit is contained in:
Brad Hefta-Gaub 2016-02-27 17:31:35 -08:00
parent e403c990d9
commit 188cf3694b

View file

@ -301,7 +301,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
// look at borrowed from overlays
float elevation = -asinf(relativePosition.y / glm::length(relativePosition));
float azimuth = atan2f(relativePosition.x, relativePosition.z);
glm::quat faceCamera = glm::quat(glm::vec3(elevation, azimuth, 0)) * quat(vec3(0, 0, -1)); // this extra *quat(vec3(0,0,-1)) was required to get the quad to flip this seems like we could optimize
glm::quat faceCamera = glm::quat(glm::vec3(elevation, azimuth, 0)) * quat(vec3(0, -PI, 0)); // this extra *quat(vec3(0,-PI,0)) was required to get the quad to flip this seems like we could optimize
Transform transform;
transform.setTranslation(relativePosition);