Resolve quaternion fiasco
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2
castle
2
castle
Submodule castle updated: e019470687...6c9a786926
@@ -780,10 +780,9 @@ fn render(self: *Game) !void {
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const camera_yscale = 1.0 / @tan(0.5 * self.player.vertical_fov_deg * std.math.rad_per_deg);
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const camera_xscale = camera_yscale / camera_aspect_ratio;
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const matrix_ws_to_vs = vm.Matrix4x4.mulMatrixAffine(
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.initRotation(camera_rotation), // TODO This is wrong - it should be correct when inverted
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.initTranslation(camera_position.negate()),
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);
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const matrix_ws_to_vs = vm.Matrix4x4
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.initTranslationRotation(camera_position, camera_rotation)
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.inverseOrthonormal();
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// zig fmt: off
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const matrix_vs_to_cs = vm.Matrix4x4.init(
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