diff options
author | Richard Linden <none@none> | 2010-04-01 13:42:42 -0700 |
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committer | Richard Linden <none@none> | 2010-04-01 13:42:42 -0700 |
commit | 09add95e314652bdb55200ad62a75c42326d69b4 (patch) | |
tree | ac076428d2bc1506c78bbc0b4b2f41c729b7eee3 /indra | |
parent | 406b595e8c6811c2550340ba316328289d8b856f (diff) |
EXT-6307 World Map: field of view triangle rotates
reviewed by Leyla
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/llworldmapview.cpp | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/indra/newview/llworldmapview.cpp b/indra/newview/llworldmapview.cpp index 7afe81b436..0c37bb6eb1 100644 --- a/indra/newview/llworldmapview.cpp +++ b/indra/newview/llworldmapview.cpp @@ -886,28 +886,36 @@ void LLWorldMapView::drawFrustum() F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 ); F32 half_width_pixels = half_width_meters * meters_to_pixels; - F32 ctr_x = getRect().getWidth() * 0.5f + sPanX; - F32 ctr_y = getRect().getHeight() * 0.5f + sPanY; + F32 ctr_x = getLocalRect().getWidth() * 0.5f + sPanX; + F32 ctr_y = getLocalRect().getHeight() * 0.5f + sPanY; gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // Since we don't rotate the map, we have to rotate the frustum. gGL.pushMatrix(); + { gGL.translatef( ctr_x, ctr_y, 0 ); - glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f); // Draw triangle with more alpha in far pixels to make it // fade out in distance. gGL.begin( LLRender::TRIANGLES ); + { + LLVector2 cam_lookat(LLViewerCamera::instance().getAtAxis().mV[VX], LLViewerCamera::instance().getAtAxis().mV[VY]); + LLVector2 cam_left(LLViewerCamera::instance().getLeftAxis().mV[VX], LLViewerCamera::instance().getLeftAxis().mV[VY]); + gGL.color4f(1.f, 1.f, 1.f, 0.25f); gGL.vertex2f( 0, 0 ); gGL.color4f(1.f, 1.f, 1.f, 0.02f); - gGL.vertex2f( -half_width_pixels, far_clip_pixels ); + + LLVector2 vert = cam_lookat * far_clip_pixels + cam_left * half_width_pixels; + gGL.vertex2f(vert.mV[VX], vert.mV[VY]); - gGL.color4f(1.f, 1.f, 1.f, 0.02f); - gGL.vertex2f( half_width_pixels, far_clip_pixels ); + vert = cam_lookat * far_clip_pixels - cam_left * half_width_pixels; + gGL.vertex2f(vert.mV[VX], vert.mV[VY]); + } gGL.end(); + } gGL.popMatrix(); } |