Revision: 1726
          http://rigsofrods.svn.sourceforge.net/rigsofrods/?rev=1726&view=rev
Author:   rorlifter
Date:     2011-03-02 21:04:40 +0000 (Wed, 02 Mar 2011)

Log Message:
-----------
Section: videocamera
- debug mode fixed ( debug camera orientation )
- debug camera mesh fixed  ( bigger mesh )
- debug camera material fixed ( transparent red now )
- 180?\194?\176 camera image rotation (z-axis) fixed

Modified Paths:
--------------
    trunk/bin/resources/materials.zip
    trunk/bin/resources/meshes.zip
    trunk/source/main/gfx/vidcam.cpp

Modified: trunk/bin/resources/materials.zip
===================================================================
(Binary files differ)

Modified: trunk/bin/resources/meshes.zip
===================================================================
(Binary files differ)

Modified: trunk/source/main/gfx/vidcam.cpp
===================================================================
--- trunk/source/main/gfx/vidcam.cpp    2011-03-02 19:28:24 UTC (rev 1725)
+++ trunk/source/main/gfx/vidcam.cpp    2011-03-02 21:04:40 UTC (rev 1726)
@@ -81,9 +81,9 @@
 
        if(debugMode)
        {
-               Entity *ent = mSceneMgr->createEntity("axes.mesh");
+               Entity *ent = mSceneMgr->createEntity("debug-camera.mesh");
                debugNode = 
mSceneMgr->getRootSceneNode()->createChildSceneNode();
-               ent->setMaterialName("tracks/beam");
+               ent->setMaterialName("ror-camera");
                debugNode->attachObject(ent);
                debugNode->setScale(0.1,0.1,0.1);
        }
@@ -131,10 +131,10 @@
        if(debugMode)
        {
                debugNode->setPosition(pos);
-               debugNode->setOrientation(mVidCam->getOrientation().Inverse());
+               debugNode->setOrientation(mVidCam->getOrientation());
        } 
 
-       // set the new position / orientation to the camera
+       // set the new position
        mVidCam->setPosition(pos);
 }
 
@@ -188,6 +188,11 @@
                v->camNode = nref;
 
        v->offset      = Vector3(offx, offy, offz);
+       
+       //rotate camera picture 180\xB0
+       if(cammode != 1) 
+               rotz += 180;
+
        v->rotation    = Quaternion(Degree(rotz), Vector3::UNIT_Z) * 
Quaternion(Degree(roty), Vector3::UNIT_Y) * Quaternion(Degree(rotx), 
Vector3::UNIT_X);
        v->textureSize = Vector2(texx, texy);
 


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