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Hmmm, when painting, X and Z are not flipped? I'm totally confused, but now
but LOD and painting seems to work.
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1 changed files with 4 additions and 3 deletions
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@ -500,9 +500,10 @@ void simulateHead(float frametime)
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glm::vec3 headPos = myHead.getPos();
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::paintingVoxel.x = headPos.z/-10.0; // voxel space x is negative z head space
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::paintingVoxel.y = headPos.y/-10.0; // voxel space y is negative y head space
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::paintingVoxel.z = headPos.x/-10.0; // voxel space z is negative x head space
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// For some reason, we don't want to flip X and Z here.
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::paintingVoxel.x = headPos.x/-10.0;
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::paintingVoxel.y = headPos.y/-10.0;
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::paintingVoxel.z = headPos.z/-10.0;
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unsigned char* bufferOut;
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int sizeOut;
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