From 6f511b1d05d3e1668967a528b77a9e81e31b3c78 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 5 May 2014 07:45:20 +0200 Subject: Bugfix: make waypoints respect camera offset --- src/hud.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/hud.cpp') diff --git a/src/hud.cpp b/src/hud.cpp index bbec4489e..c385211f2 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -46,7 +46,7 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, this->gamedef = gamedef; this->player = player; this->inventory = inventory; - + m_screensize = v2u32(0, 0); m_displaycenter = v2s32(0, 0); m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); @@ -222,7 +222,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset, } -void Hud::drawLuaElements() { +void Hud::drawLuaElements(v3s16 camera_offset) { for (size_t i = 0; i != player->hud.size(); i++) { HudElement *e = player->hud[i]; if (!e) @@ -277,6 +277,7 @@ void Hud::drawLuaElements() { v3f w_pos = e->world_pos * BS; float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10; scene::ICameraSceneNode* camera = smgr->getActiveCamera(); + w_pos -= intToFloat(camera_offset, BS); core::matrix4 trans = camera->getProjectionMatrix(); trans *= camera->getViewMatrix(); f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f }; -- cgit v1.2.3