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Fixed glitches with large particles being sorted along wrong axis
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1 changed files with 3 additions and 3 deletions
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@ -218,10 +218,10 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
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// build vertices from particle positions and radiuses
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glm::vec3 frustumPosition = frustum->getPosition();
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glm::vec3 dir = frustum->getDirection();
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for (auto&& particle : particleDetails) {
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glm::vec3 particleDirection = particle.position - frustumPosition;
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glm::vec3 right = glm::normalize(glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), particleDirection));
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glm::vec3 up = glm::normalize(glm::cross(right, particleDirection));
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glm::vec3 right = glm::normalize(glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), dir));
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glm::vec3 up = glm::normalize(glm::cross(right, dir));
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glm::vec3 upOffset = up * particle.radius;
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glm::vec3 rightOffset = right * particle.radius;
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