From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -177,7 +177,7 @@ bool getCylinderLineIntersection(const osg::Cylinder& cylinder,
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osg::Vec3 getLocalEyeDirection(const osg::Vec3& eyeDir, const osg::Matrix& localToWorld)
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{
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// To take a normal from world to local you need to transform it by the transpose of the inverse of the
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// world to local matrix. Pre-multipling is equivalent to doing a post-multiplication of the transpose.
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// world to local matrix. Pre-multiplying is equivalent to doing a post-multiplication of the transpose.
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osg::Vec3 localEyeDir = localToWorld * eyeDir;
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localEyeDir.normalize();
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return localEyeDir;
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