sgdVec3 vp;
sgdSubVec3( vp, abs_view_pos, sc );
sgSetVec3( view_pos, vp );
- sgAddVec3( view_pos, pilot_offset );
+
+ sgVec3 tmp_offset;
+ sgCopyVec3( tmp_offset, pilot_offset );
+ SG_LOG( SG_VIEW, SG_DEBUG, "tmp offset = "
+ << tmp_offset[0] << "," << tmp_offset[1] << ","
+ << tmp_offset[2] );
+
+ //!!!!!!!!!!!!!!!!!!!
+ // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
+ // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
+ extern float GuiQuat_mat[4][4];
+ sgXformPnt3( tmp_offset, tmp_offset, GuiQuat_mat );
+ SG_LOG( SG_VIEW, SG_DEBUG, "tmp_offset = "
+ << tmp_offset[0] << "," << tmp_offset[1] << ","
+ << tmp_offset[2] );
+
+ sgAddVec3( view_pos, tmp_offset );
+ // !!!!!!!!!! testing
+
+ // sgAddVec3( view_pos, pilot_offset );
SG_LOG( SG_VIEW, SG_DEBUG, "sea level radius = " << sea_level_radius );
SG_LOG( SG_VIEW, SG_DEBUG, "Polar view pos = " << p );
// << world_up[2] << endl;
- //!!!!!!!!!!!!!!!!!!!
- // THIS IS THE EXPERIMENTAL VIEWING ANGLE SHIFTER
- // THE MAJORITY OF THE WORK IS DONE IN GUI.CXX
- // this in gui.cxx for now just testing
- extern float GuiQuat_mat[4][4];
- sgPreMultMat4( VIEW, GuiQuat_mat);
- // !!!!!!!!!! testing
-
// Given a vector pointing straight down (-Z), map into onto the
// local plane representing "horizontal". This should give us the
// local direction for moving "south".