From ec5c96dbe11f3f62f7a47204d65392ff25b5a62a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Pedro=20J=2E=20Est=C3=A9banez?= Date: Mon, 9 Jul 2018 21:07:15 +0200 Subject: [PATCH] Fix camera offsets not applied always Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well. This commit considers them for the camera matrix at all times. --- scene/3d/camera.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index e11e8abe5b4..90f5659f9fb 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -74,10 +74,7 @@ void Camera::_update_camera() { if (!is_inside_tree()) return; - Transform tr = get_camera_transform(); - tr.origin += tr.basis.get_axis(1) * v_offset; - tr.origin += tr.basis.get_axis(0) * h_offset; - VisualServer::get_singleton()->camera_set_transform(camera, tr); + VisualServer::get_singleton()->camera_set_transform(camera, get_camera_transform()); // here goes listener stuff /* @@ -143,7 +140,10 @@ void Camera::_notification(int p_what) { Transform Camera::get_camera_transform() const { - return get_global_transform().orthonormalized(); + Transform tr = get_global_transform().orthonormalized(); + tr.origin += tr.basis.get_axis(1) * v_offset; + tr.origin += tr.basis.get_axis(0) * h_offset; + return tr; } void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) {