Corrected OrientationMatrix_LookAtDirection
Z Axis were incorrectly negated
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@ -392,7 +392,7 @@ namespace LinearAlgebra3D
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::LinearAlgebra::Vector3<ScalarType> right = normalizedDirection.Cross( normalizedUpVector ).GetNormalized();
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::LinearAlgebra::Vector3<ScalarType> right = normalizedDirection.Cross( normalizedUpVector ).GetNormalized();
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return ::LinearAlgebra::Matrix4x4<ScalarType>( ::LinearAlgebra::Vector4<ScalarType>( right, 0.0f ),
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return ::LinearAlgebra::Matrix4x4<ScalarType>( ::LinearAlgebra::Vector4<ScalarType>( right, 0.0f ),
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::LinearAlgebra::Vector4<ScalarType>( right.Cross( normalizedDirection ), 0.0f ),
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::LinearAlgebra::Vector4<ScalarType>( right.Cross( normalizedDirection ), 0.0f ),
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::LinearAlgebra::Vector4<ScalarType>( -normalizedDirection, 0.0f ),
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::LinearAlgebra::Vector4<ScalarType>( normalizedDirection, 0.0f ),
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::LinearAlgebra::Vector4<ScalarType>( worldPos, 1.0f ) );
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::LinearAlgebra::Vector4<ScalarType>( worldPos, 1.0f ) );
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}
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}
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