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Missed a spot.
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1 changed files with 2 additions and 3 deletions
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@ -2142,7 +2142,6 @@ void Application::loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum) {
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viewFrustum.setOrientation(rotation);
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viewFrustum.setOrientation(rotation);
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// Also make sure it's got the correct lens details from the camera
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// Also make sure it's got the correct lens details from the camera
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viewFrustum.setOrthographic(false);
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viewFrustum.setAspectRatio(aspectRatio);
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viewFrustum.setAspectRatio(aspectRatio);
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viewFrustum.setFieldOfView(fov); // degrees
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viewFrustum.setFieldOfView(fov); // degrees
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viewFrustum.setNearClip(nearClip);
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viewFrustum.setNearClip(nearClip);
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@ -2218,8 +2217,8 @@ void Application::updateShadowMap() {
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity();
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glLoadIdentity();
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glm::vec3 axis = glm::axis(rotation);
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glm::vec3 axis = glm::axis(inverseRotation);
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glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
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glRotatef(glm::degrees(glm::angle(inverseRotation)), axis.x, axis.y, axis.z);
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// store view matrix without translation, which we'll use for precision-sensitive objects
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// store view matrix without translation, which we'll use for precision-sensitive objects
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&_untranslatedViewMatrix);
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