up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
break;
+ case SPR_OVERHEAD:
+ VectorScale(r_refdef.view.left, ent->scale, left);
+ VectorScale(r_refdef.view.up, ent->scale, up);
+ Con_Printf("mup: %f %f %f\n", mup[0], mup[1], mup[2]);
+ Con_Printf("mleft: %f %f %f\n", mleft[0], mleft[1], mleft[2]);
+ Con_Printf("m_forward: %f %f %f\n", mforward[0], mforward[1], mforward[2]);
+ // offset
+ VectorSubtract(r_refdef.view.origin, org, middle);
+ VectorNormalize(middle);
+ org[0] = org[0] + middle[0]*17;
+ org[1] = org[1] + middle[1]*17;
+ org[2] = org[2] + middle[2]*17;
+ // simlulate a bit of perspective effect
+ up[2] = up[2] + 0.15;
+ break;
}
// LordHavoc: interpolated sprite rendering