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authorStijn Buys <ingar@osirion.org>2008-07-30 19:50:51 +0000
committerStijn Buys <ingar@osirion.org>2008-07-30 19:50:51 +0000
commitcf0f21b73e53b4371c42c95e1132b1d3ce69ade5 (patch)
treef5efa4f20c581ab6a2672666d4b2df4ee9ce2b44 /src/client
parent04050c1685855a0640c7c0d5147299fadbd2ebe8 (diff)
minimize opengl transformation matrix by doing eye-location in software
Diffstat (limited to 'src/client')
-rw-r--r--src/client/targets.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/targets.cc b/src/client/targets.cc
index 8dc5c07..541206d 100644
--- a/src/client/targets.cc
+++ b/src/client/targets.cc
@@ -364,7 +364,7 @@ void draw_target()
+ plane_normal.y * (entity->state()->location().y - render::Camera::eye().y)
+ plane_normal.z * (entity->state()->location().z - render::Camera::eye().z);
- Vector3f intersection = render::Camera::eye() + (entity->state()->location() - render::Camera::eye()) * t;
+ Vector3f intersection = (entity->state()->location() - render::Camera::eye()) * t;
// draw the target cursor in the frustum front plane, but in real world coordinates
const float r = 0.05;