From 188cf3694b83f36a6808bac3659ff7f1958f2f99 Mon Sep 17 00:00:00 2001 From: Brad Hefta-Gaub Date: Sat, 27 Feb 2016 17:31:35 -0800 Subject: [PATCH] fix rotation of depth reticle --- interface/src/ui/ApplicationCompositor.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/ui/ApplicationCompositor.cpp b/interface/src/ui/ApplicationCompositor.cpp index 99f0b4fdc4..59d794d7cb 100644 --- a/interface/src/ui/ApplicationCompositor.cpp +++ b/interface/src/ui/ApplicationCompositor.cpp @@ -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);