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Compare to cosine of angle, not angle.

Daniel Buckmaster 10 years ago
parent
commit
93fdcdecbe
1 changed files with 4 additions and 4 deletions
  1. 4 4
      Engine/source/T3D/fps/guiShapeNameHud.cpp

+ 4 - 4
Engine/source/T3D/fps/guiShapeNameHud.cpp

@@ -182,9 +182,9 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
    cam.getColumn(3, &camPos);
    cam.getColumn(3, &camPos);
    cam.getColumn(1, &camDir);
    cam.getColumn(1, &camDir);
 
 
-   F32 camFov;
-   conn->getControlCameraFov(&camFov);
-   camFov = mDegToRad(camFov) / 2;
+   F32 camFovCos;
+   conn->getControlCameraFov(&camFovCos);
+   camFovCos = mCos(mDegToRad(camFovCos) / 2);
 
 
    // Visible distance info & name fading
    // Visible distance info & name fading
    F32 visDistance = gClientSceneGraph->getVisibleDistance();
    F32 visDistance = gClientSceneGraph->getVisibleDistance();
@@ -236,7 +236,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
             // projection and box test.
             // projection and box test.
             shapeDir.normalize();
             shapeDir.normalize();
             F32 dot = mDot(shapeDir, camDir);
             F32 dot = mDot(shapeDir, camDir);
-            if (dot < camFov)
+            if (dot < camFovCos)
                continue;
                continue;
 
 
             // Test to see if it's behind something, and we want to
             // Test to see if it's behind something, and we want to