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Fix wrong matrix math in gizmo scaling. Take zoom into account.

Lasse Öörni 11 years ago
parent
commit
dc39d9e17c
1 changed files with 2 additions and 2 deletions
  1. 2 2
      bin/Data/Scripts/Editor/EditorGizmo.as

+ 2 - 2
bin/Data/Scripts/Editor/EditorGizmo.as

@@ -181,12 +181,12 @@ void ResizeGizmo()
     if (gizmo is null || !gizmo.enabled)
     if (gizmo is null || !gizmo.enabled)
         return;
         return;
 
 
-    float scale = 0.1;
+    float scale = 0.1 / camera.zoom;
 
 
     if (camera.orthographic)
     if (camera.orthographic)
         scale *= camera.orthoSize;
         scale *= camera.orthoSize;
     else
     else
-        scale *= (camera.view.Inverse() * gizmoNode.position).z;
+        scale *= (camera.view * gizmoNode.position).z;
 
 
     gizmoNode.scale = Vector3(scale, scale, scale);
     gizmoNode.scale = Vector3(scale, scale, scale);
 }
 }