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-rw-r--r--source/Camera.cpp6
-rw-r--r--source/SceneThings.cpp13
2 files changed, 7 insertions, 12 deletions
diff --git a/source/Camera.cpp b/source/Camera.cpp
index c634ded..4c1f881 100644
--- a/source/Camera.cpp
+++ b/source/Camera.cpp
@@ -40,10 +40,6 @@ glm::mat4 Camera::CalcProjectionMatrix() const {
} else {
float widthMeters = AppConfig::mainWindowWidth / pixelsPerMeter;
float heightMeters = AppConfig::mainWindowHeight / pixelsPerMeter;
- return glm::ortho(
- eye.x - widthMeters / 2,
- eye.x + widthMeters / 2,
- eye.y - heightMeters / 2,
- eye.y + heightMeters / 2);
+ return glm::ortho(-widthMeters / 2, +widthMeters / 2, -heightMeters / 2, +heightMeters / 2);
}
}
diff --git a/source/SceneThings.cpp b/source/SceneThings.cpp
index ca5f60d..3fa0436 100644
--- a/source/SceneThings.cpp
+++ b/source/SceneThings.cpp
@@ -47,7 +47,6 @@ std::span<const RenderObject> SimpleGeometryObject::GetRenderObjects() const {
Vertex_PTC vertices[4 /*vertices per face*/ * 6 /*faces*/];
uint16_t indices[3 /*indices per triangle*/ * 2 /*triangles per face*/ * 6 /*faces*/];
- auto pos = GetPos();
auto extents = mSize / 2.0f;
int faceGenVerticesIdx = 0;
@@ -89,16 +88,16 @@ std::span<const RenderObject> SimpleGeometryObject::GetRenderObjects() const {
indices[faceGenIndicesIdx++] = startVertIdx + kBottomRight;
};
for (int xDir : { -1, 1 }) {
- float x = pos.x + xDir * extents.x;
- GenerateFace(glm::vec3(x, pos.y, pos.z), glm::vec3(0, 0, extents.z), glm::vec3(0, extents.y, 0), mXFaceColor);
+ float x = xDir * extents.x;
+ GenerateFace(glm::vec3(x, 0, 0), glm::vec3(0, 0, extents.z), glm::vec3(0, extents.y, 0), mXFaceColor);
}
for (int yDir : { -1, 1 }) {
- float y = pos.y + yDir * extents.y;
- GenerateFace(glm::vec3(pos.x, y, pos.z), glm::vec3(extents.x, 0, 0), glm::vec3(0, 0, extents.z), mYFaceColor);
+ float y = yDir * extents.y;
+ GenerateFace(glm::vec3(0, y, 0), glm::vec3(extents.x, 0, 0), glm::vec3(0, 0, extents.z), mYFaceColor);
}
for (int zDir : { -1, 1 }) {
- float z = pos.z + zDir * extents.z;
- GenerateFace(glm::vec3(pos.x, pos.y, z), glm::vec3(extents.x, 0, 0), glm::vec3(0, extents.y, 0), mZFaceColor);
+ float z = zDir * extents.z;
+ GenerateFace(glm::vec3(0, 0, z), glm::vec3(extents.x, 0, 0), glm::vec3(0, extents.y, 0), mZFaceColor);
}
for (auto& vert : vertices) {