Hmmm, when painting, X and Z are not flipped? I'm totally confused, but now

but LOD and painting seems to work.
This commit is contained in:
ZappoMan 2013-04-08 11:18:07 -07:00
parent aa40fd96d4
commit aee27bfc16

View file

@ -500,9 +500,10 @@ void simulateHead(float frametime)
glm::vec3 headPos = myHead.getPos();
::paintingVoxel.x = headPos.z/-10.0; // voxel space x is negative z head space
::paintingVoxel.y = headPos.y/-10.0; // voxel space y is negative y head space
::paintingVoxel.z = headPos.x/-10.0; // voxel space z is negative x head space
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = headPos.x/-10.0;
::paintingVoxel.y = headPos.y/-10.0;
::paintingVoxel.z = headPos.z/-10.0;
unsigned char* bufferOut;
int sizeOut;