Closed RichardlL closed 8 years ago
Thanks!
@RichardlL You can write "Closes
Good catch!
O.k. It looks like vec3_scales in piston are used for calculating angle for viewing sometime, respective of camera position . (Like if you had a moon and you always wanted the moons face looking at the earth) or vise versa.
In minecraft we don't use this, as camera angle isn't dependent on movement and movement isn't dependent on on camera angle
e.g. moving up-left and you still are looking forwards
We don't need this in minecraft, as camera is not dependent on movement
The camera's y should be set 1.62 above the players y position. (assuming that's its feet)
What makes it even more confusing is it seems x and y in piston for camera position, so @eddyb is right, the whole thing is unneeded.
**So what seems what was happening
So put in layman's terms...
The camera is moving forwards when looking down, or backwards when looking up.
This is used in places with orbiting, such as 3rd person.
For first person, this shouldn't happen at all, since the players eyes are centered, and where not staring at something .1 meters in front of us.
If you change the value to 5 (from 0.1), it puts you in " third person", you're orbiting your players postion in 3rd person, and that eliminates the rounding problem.
This is how third person in minecraft works, as the camera is just orbiting 1.62 above your position instead of being 1.62 above your location, and your body is rendered too.
Changing this to 0.0 fixes the bug due to nullifying the effects entirely.
Deleting this doesn't remove the feature, it only removes the bug.
Camera XYY should be players X, Y+1.62 ,Z.
This doesn't do that, it makes the camera orbit something .1 meters away from the player
See Bug: https://github.com/PistonDevelopers/hematite/issues/201
Fixed Camera X/Y changing when Pitch/Yaw is at Min and max