correct rendering for first-person for oculus

This commit is contained in:
Stephen Birarda 2013-05-22 19:15:52 -07:00
parent 3e16e6a36c
commit 3e192cda9b

View file

@ -303,8 +303,8 @@ void Application::paintGL() {
_myCamera.setTightness (100.0f);
_myCamera.setTargetPosition(_myAvatar.getHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),
-_myAvatar.getHead().getPitch(),
_myAvatar.getHead().getRoll());
_myAvatar.getHead().getPitch(),
-_myAvatar.getHead().getRoll());
} else if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
_myCamera.setTargetPosition(_myAvatar.getSpringyHeadPosition());
_myCamera.setTargetRotation(_myAvatar.getAbsoluteHeadYaw(),