light: fix _project_mangle to be consistent with "mangle" (yaw pitch roll)
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@ -694,9 +694,9 @@ void Matrix4x4_CM_ModelViewMatrix(float *modelview, const vec3_t viewangles, con
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//figure out the current modelview matrix
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//figure out the current modelview matrix
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//I would if some of these, but then I'd still need a couple of copys
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//I would if some of these, but then I'd still need a couple of copys
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Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[2], 1, 0, 0), tempmat);
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Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[2], 1, 0, 0), tempmat); //roll
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Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0, 1, 0), modelview);
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Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(t2, viewangles[1], 0, 1, 0), modelview); //pitch
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Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[1], 0, 0, 1), tempmat);
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Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(t2, -viewangles[0], 0, 0, 1), tempmat); //yaw
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Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
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Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(t2, -vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
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}
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}
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