ready for pull request

This commit is contained in:
dev 2014-11-19 00:50:59 -08:00
parent 4028e66c08
commit 2e19ad48a7

View file

@ -666,14 +666,17 @@ void Avatar::renderDisplayName() {
// we need "always facing camera": we must remove the camera rotation from the stack
glm::quat rotation = Application::getInstance()->getCamera()->getRotation();
glm::vec3 frontAxis(0.f, 0.f, 1.f);
glm::vec3 frontAxis(1.f, 0.f, 0.f);
frontAxis = glm::rotate(rotation, frontAxis);
frontAxis = glm::normalize(glm::vec3(frontAxis.x, 0.f, frontAxis.z));
glm::vec3 euler = glm::eulerAngles(rotation);
float angle = acos(frontAxis.z) * ((frontAxis.y < 0) ? 1.f : -1.f);
//glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(-euler.y), 0.0f, 1.0f, 0.0f);
//angleglRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
// TODO : test this secodn solution which should be better wfor occulus
//glm::vec3 camPosition = Application::getInstance()->getCamera()->getPosition();
//glm::vec3 frontAxis = camPosition - textPosition;
//frontAxis = glm::normalize(glm::vec3(frontAxis.z, 0.f, -frontAxis.x));
float angle = acos(frontAxis.x) * ((frontAxis.z < 0) ? 1.f : -1.f);
glRotatef(glm::degrees(angle), 0.0f, 1.0f, 0.0f);
// We need to compute the scale factor such as the text remains with fixed size respect to window coordinates
// We project a unit vector and check the difference in screen coordinates, to check which is the