Fixed small glitch on zoom-in with mouse wheel
It seems that now works. Tested all free camera features with some directions and positions and no unexpected behaviours detected. I don't know if those lines are really indispensable.
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@ -317,7 +317,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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if (camera->target.y < 0) camera->target.y = -0.001;
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// if (camera->target.y < 0) camera->target.y = -0.001;
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}
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else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (mouseWheelMove > 0))
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{
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@ -337,7 +337,7 @@ static void ProcessCamera(Camera *camera, Vector3 *playerPosition)
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camera->target.y += mouseWheelMove*(camera->target.y - camera->position.y)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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camera->target.z += mouseWheelMove*(camera->target.z - camera->position.z)*CAMERA_SCROLL_SENSITIVITY/cameraTargetDistance;
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if (camera->target.y > 0) camera->target.y = 0.001;
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// if (camera->target.y > 0) camera->target.y = 0.001;
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}
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else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (mouseWheelMove > 0))
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{
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