Another attempt at fixing camera roll in cutscenes, hopefully the right one this time. See #2483

This commit is contained in:
auria.mg 2016-05-11 20:18:07 -04:00
parent b84b28b3a7
commit 8fa902a748

View File

@ -301,6 +301,11 @@ void CutsceneWorld::update(float dt)
rot2.setPitch(rot2.getPitch() + 90.0f);
m_camera->setRotation(rot2.toIrrVector());
irr::core::vector3df up(0.0f, 0.0f, 1.0f);
irr::core::matrix4 matrix = anchorNode->getAbsoluteTransformation();
matrix.rotateVect(up);
m_camera->setUpVector(up);
SFXManager::get()->positionListener(m_camera->getAbsolutePosition(),
m_camera->getTarget() -
m_camera->getAbsolutePosition(),