, near_clip(0.1f)
, far_clip(100.0f)
, projection(glm::perspective(fov, aspect, near_clip, far_clip))
+, view(glm::inverse(Transform()))
, vp(projection) {
}
void Camera::Update(int dt) {
FPSController::Update(dt);
- vp = projection * glm::inverse(Transform());
+ view = glm::inverse(Transform());
+ vp = projection * view;
}
void Camera::UpdateProjection() {