From b3ae4e889872ca0b9ca76f1d17b2f0b961226729 Mon Sep 17 00:00:00 2001
From: Normand Briere <nbriere@noware.ca>
Date: Mon, 05 Aug 2019 21:48:55 -0400
Subject: [PATCH] Fix physics UI

---
 CameraPane.java |   41 ++++++++++++++++++++++++-----------------
 1 files changed, 24 insertions(+), 17 deletions(-)

diff --git a/CameraPane.java b/CameraPane.java
index 28924e5..28e9ff5 100644
--- a/CameraPane.java
+++ b/CameraPane.java
@@ -11379,7 +11379,7 @@
 
 //            if (cam != lightCamera)
             //for (int count = parentcam.GetTransformCount(); --count>=0;)
-                LA.xformDir(lightposition, parentcam.GlobalTransform(), lightposition); // may 2013
+                LA.xformDir(lightposition, parentcam.GlobalTransformInv(), lightposition); // may 2013
         }
         
         LA.xformDir(lightposition, cam.toScreen, lightposition);
@@ -12453,7 +12453,7 @@
 
         //gl.glProgramEnvParameter4fvARB(GL.GL_FRAGMENT_PROGRAM_ARB, 127, lightParams, 0);
 
-        String program0 =
+        String programmin =
                 // Min shader
                 "!!ARBfp1.0\n" +
                 "PARAM zero123      = { 0.0, 1.0, 2, 1.25 };" +
@@ -12520,7 +12520,7 @@
                 "MOV result.color, temp;" +
                 "END";
         
-        String program =
+        String programmax =
                 "!!ARBfp1.0\n" +
                 
                 //"OPTION ARB_fragment_program_shadow;" +
@@ -13376,6 +13376,13 @@
             //once = true;
         }
 
+        String program = programmax;
+        
+        if (Globals.MINSHADER)
+        {
+            program = programmin;
+        }
+        
         System.out.print("Program #" + mode + "; instructions = " + program.split(";").length + "; length = " + program.length());
         System.out.println(" - " + (mode >> 3) + " lights; " + ((mode & 2) == 2 ? "anisoUV " : "") + ((mode & 4) == 4 ? "SoftShadow " : ""));
         loadProgram(gl, GL.GL_FRAGMENT_PROGRAM_ARB, program);
@@ -14625,9 +14632,9 @@
         MODIFIERS |= COMMAND;
         /**/
         if((mod&SHIFT) == SHIFT)
-        manipCamera.RotatePosition(0, -speed);
-        else
         manipCamera.BackForth(0, -speed*delta, 0); // getWidth());
+        else
+        manipCamera.RotatePosition(0, -speed);
         /**/
         if ((mod & SHIFT) == SHIFT)
         {
@@ -14646,9 +14653,9 @@
         MODIFIERS |= COMMAND;
         /**/
         if((mod&SHIFT) == SHIFT)
-        manipCamera.RotatePosition(0, speed);
-        else
         manipCamera.BackForth(0, speed*delta, 0); // getWidth());
+        else
+        manipCamera.RotatePosition(0, speed);
         /**/
         if ((mod & SHIFT) == SHIFT)
         {
@@ -16091,7 +16098,7 @@
                                 gr.drawLine(X, Y, info.bounds.width/2, info.bounds.height/2);
                             break;
                             case Object3D.hitScale: gr.setColor(Color.cyan);
-                                gr.drawLine(X, Y, 0, 0);
+                                gr.drawLine(X, Y, info.bounds.width/2, info.bounds.height/2);
                             break;
                         }
 
@@ -16667,14 +16674,14 @@
         gl.glLoadIdentity();
         gl.glScalef(1,ratio,1);
 
-        colorV[0] = 2;
-        colorV[1] = 2;
-        colorV[2] = 2;
-        colorV[3] = 1;
-        gl.glDisable(gl.GL_COLOR_MATERIAL);
-        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT, colorV, 0);
-        
-        gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, ambientLight, 0);
+//        colorV[0] = 2;
+//        colorV[1] = 2;
+//        colorV[2] = 2;
+//        colorV[3] = 1;
+//        gl.glDisable(gl.GL_COLOR_MATERIAL);
+//        gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT, colorV, 0);
+//        
+//        gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, ambientLight, 0);
         
         //gl.glActiveTexture(GL.GL_TEXTURE1);
         //gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
@@ -16688,7 +16695,7 @@
         // GL_NORMAL_MAP texgen mode. Temporarily enabling lighting
         // causes the normals to be sent down. Thanks to Ken Dyke.
         //gl.glEnable(GL.GL_LIGHTING);
-        gl.glEnable(GL.GL_LIGHTING);
+        gl.glDisable(GL.GL_LIGHTING);
 
         gl.glTexGeni(GL.GL_S, GL.GL_TEXTURE_GEN_MODE, GL.GL_NORMAL_MAP);
         gl.glTexGeni(GL.GL_T, GL.GL_TEXTURE_GEN_MODE, GL.GL_NORMAL_MAP);

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