From: Latif Khalifa Date: Tue, 12 Jul 2011 22:44:06 +0000 (+0000) Subject: Use rendering position when drawing stuff for interpolation to work X-Git-Tag: 2.8~387 X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=8770153642e4738071f80c1b24bd0c237cb7e44a;p=radegast%2Fradegast.git Use rendering position when drawing stuff for interpolation to work git-svn-id: https://radegast.googlecode.com/svn/trunk@984 f7a694da-4d33-11de-9ad6-1127a62b9fcd --- diff --git a/Radegast/GUI/Rendering/Rendering.cs b/Radegast/GUI/Rendering/Rendering.cs index b1285f9..42a303c 100644 --- a/Radegast/GUI/Rendering/Rendering.cs +++ b/Radegast/GUI/Rendering/Rendering.cs @@ -1780,7 +1780,7 @@ namespace Radegast.Rendering GL.ColorMask(false, false, false, false); GL.PushMatrix(); - GL.MultMatrix(Math3D.CreateSRTMatrix(scale, prim.SimRotation, prim.SimPosition)); + GL.MultMatrix(Math3D.CreateSRTMatrix(scale, prim.RenderRotation, prim.RenderPosition)); GL.Color3(1f, 0f, 0f); GL.Begin(BeginMode.Quads); var bmin = bbox.Min; @@ -1856,7 +1856,7 @@ namespace Radegast.Rendering GL.PushMatrix(); // Prim roation and position and scale - GL.MultMatrix(Math3D.CreateSRTMatrix(prim.Scale, mesh.SimRotation, mesh.SimPosition)); + GL.MultMatrix(Math3D.CreateSRTMatrix(prim.Scale, mesh.RenderRotation, mesh.RenderPosition)); // Do we have animated texture on this face bool animatedTexture = false;