From cf0f21b73e53b4371c42c95e1132b1d3ce69ade5 Mon Sep 17 00:00:00 2001
From: Stijn Buys <ingar@osirion.org>
Date: Wed, 30 Jul 2008 19:50:51 +0000
Subject: minimize opengl transformation matrix by doing eye-location in
 software

---
 src/client/targets.cc | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'src/client')

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;
-- 
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