Progress towards finding transform corruption when drawing after loading scene

This commit is contained in:
Antoine Pilote
2023-07-12 01:21:47 -04:00
parent 9ad09ff749
commit a466065ac6
8 changed files with 117 additions and 28 deletions

View File

@@ -259,7 +259,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene)
flatShader->SetUniformVec4("u_Color", Vector4(0.0f, 1.0f, 0.4f, 1.0f));
const auto scaledTransform = glm::scale(transformComponent.GetGlobalTransform(), Vector3(0.25f, 0.25f, 0.25f));
renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
//renderList.AddToRenderList(_gizmos["player"]->GetMeshes()[0], scaledTransform);
renderList.Flush(flatShader, true);
}

View File

@@ -215,7 +215,7 @@ namespace Nuake {
ImGuizmo::DecomposeMatrixToComponents(glm::value_ptr(localTransform), glm::value_ptr(pos), glm::value_ptr(rotation), glm::value_ptr(scale));
tc.Translation = pos;
//tc.Rotation = rotation;
tc.Rotation = rotation;
tc.Scale = scale;
tc.LocalTransform = localTransform;