From 2ed1e63416075a1b698f71d9a25f33fbeb19f22f Mon Sep 17 00:00:00 2001 From: docentYT <63965954+docentYT@users.noreply.github.com> Date: Sun, 26 Apr 2026 22:41:54 +0200 Subject: [PATCH] use glm instead of Math3D in editormode --- application/editormode.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/application/editormode.cpp b/application/editormode.cpp index 1e97e9de..bd5f987f 100644 --- a/application/editormode.cpp +++ b/application/editormode.cpp @@ -512,7 +512,7 @@ void editor_mode::enter() { auto const cab = (vehicle->MoverParameters->CabOccupied == 0 ? 1 : vehicle->MoverParameters->CabOccupied); auto const left = vehicle->VectorLeft() * cab; - Camera.Pos = Math3D::vector3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + Math3D::vector3(1.25f * left.x, 1.6f, 1.25f * left.z); + Camera.Pos = glm::vec3(Camera.Pos.x, vehicle->GetPosition().y, Camera.Pos.z) + left * vehicle->GetWidth() + glm::vec3(1.25f * left.x, 1.6f, 1.25f * left.z); Camera.m_owner = nullptr; Camera.LookAt = vehicle->GetPosition(); Camera.RaLook(); // single camera reposition