.. | .. |
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52 | 52 | perspective = true; |
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53 | 53 | break; |
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54 | 54 | case 1: // '\001' |
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55 | | - location = LA.newVector(4, 0, 0); |
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| 55 | + location = LA.newVector(0, 0, 4); // Needed for translation direction |
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56 | 56 | perspective = false; |
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57 | 57 | break; |
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58 | 58 | case 2: // '\002' |
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.. | .. |
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63 | 63 | //LA.matXRotate(fromScreen, LA.toRadians(90)); |
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64 | 64 | break; |
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65 | 65 | case 3: // '\003' |
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66 | | - location = LA.newVector(0, 0, 4); |
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| 66 | + location = LA.newVector(4, 0, 0); // Needed for translation direction |
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67 | 67 | //LA.matZRotate(toScreen, LA.toRadians(-90)); |
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68 | 68 | //LA.matXRotate(toScreen, LA.toRadians(-90)); |
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69 | 69 | //LA.matXRotate(fromScreen, LA.toRadians(90)); |
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.. | .. |
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476 | 476 | cVector location; |
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477 | 477 | cVector lookAt; |
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478 | 478 | cVector direction; |
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479 | | - double toScreen[][]; |
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480 | | - double fromScreen[][]; |
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| 479 | + double[][] toScreen; |
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| 480 | + double[][] fromScreen; |
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481 | 481 | boolean perspective; |
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482 | 482 | int hAspect = 0; // Free camera |
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483 | 483 | int vAspect; |
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