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Pull the mirror camera back and narrow its field of view to reduce distortion.
Also, have it point at the avatar's eyes like the full screen mirror.
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09240dba27
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1 changed files with 3 additions and 4 deletions
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@ -435,9 +435,8 @@ void Application::paintGL() {
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_glowEffect.render();
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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glm::vec3 targetPosition = _myAvatar.getUprightHeadPosition();
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_mirrorCamera.setDistance(0.2f);
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_mirrorCamera.setTargetPosition(targetPosition);
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_mirrorCamera.setDistance(0.3f);
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_mirrorCamera.setTargetPosition(_myAvatar.getHead().calculateAverageEyePosition());
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_mirrorCamera.setTargetRotation(_myAvatar.getWorldAlignedOrientation() * glm::quat(glm::vec3(0.0f, PIf, 0.0f)));
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_mirrorCamera.update(1.0f/_fps);
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@ -1674,7 +1673,7 @@ void Application::init() {
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_mirrorCamera.setMode(CAMERA_MODE_MIRROR);
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_mirrorCamera.setAspectRatio((float)MIRROR_VIEW_WIDTH / (float)MIRROR_VIEW_HEIGHT);
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_mirrorCamera.setFieldOfView(70);
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_mirrorCamera.setFieldOfView(30);
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_mirrorViewRect = QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT);
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switchToResourcesParentIfRequired();
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