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Use rendering position when drawing stuff for interpolation to work
authorLatif Khalifa <latifer@streamgrid.net>
Tue, 12 Jul 2011 22:44:06 +0000 (22:44 +0000)
committerLatif Khalifa <latifer@streamgrid.net>
Tue, 12 Jul 2011 22:44:06 +0000 (22:44 +0000)
git-svn-id: https://radegast.googlecode.com/svn/trunk@984 f7a694da-4d33-11de-9ad6-1127a62b9fcd

Radegast/GUI/Rendering/Rendering.cs

index b1285f9..42a303c 100644 (file)
@@ -1780,7 +1780,7 @@ namespace Radegast.Rendering
             GL.ColorMask(false, false, false, false);\r
 \r
             GL.PushMatrix();\r
-            GL.MultMatrix(Math3D.CreateSRTMatrix(scale, prim.SimRotation, prim.SimPosition));\r
+            GL.MultMatrix(Math3D.CreateSRTMatrix(scale, prim.RenderRotation, prim.RenderPosition));\r
             GL.Color3(1f, 0f, 0f);\r
             GL.Begin(BeginMode.Quads);\r
             var bmin = bbox.Min;\r
@@ -1856,7 +1856,7 @@ namespace Radegast.Rendering
             GL.PushMatrix();\r
 \r
             // Prim roation and position and scale\r
-            GL.MultMatrix(Math3D.CreateSRTMatrix(prim.Scale, mesh.SimRotation, mesh.SimPosition));\r
+            GL.MultMatrix(Math3D.CreateSRTMatrix(prim.Scale, mesh.RenderRotation, mesh.RenderPosition));\r
 \r
             // Do we have animated texture on this face\r
             bool animatedTexture = false;\r