Keep camera in positive Z
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3e4fc8ba8d
commit
485e9a42d3
@ -335,7 +335,7 @@ fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading
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commands.spawn((
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Camera3d::default(),
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Hdr,
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Transform::from_xyz(-0.7, 0.7, -1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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Transform::from_xyz(0.7, 0.7, 1.0).looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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color_grading,
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DistanceFog {
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color: Color::srgb_u8(43, 44, 47),
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@ -356,9 +356,12 @@ fn add_camera(commands: &mut Commands, asset_server: &AssetServer, color_grading
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fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
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// Spawn the main scene.
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commands.spawn(SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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)));
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commands.spawn((
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SceneRoot(asset_server.load(
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GltfAssetLabel::Scene(0).from_asset("models/TonemappingTest/TonemappingTest.gltf"),
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)),
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Transform::default().looking_to(Vec3::Z, Vec3::Y),
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));
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// Spawn the flight helmet.
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commands.spawn((
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@ -366,7 +369,7 @@ fn add_basic_scene(commands: &mut Commands, asset_server: &AssetServer) {
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asset_server
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.load(GltfAssetLabel::Scene(0).from_asset("models/FlightHelmet/FlightHelmet.gltf")),
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),
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Transform::from_xyz(-0.5, 0.0, 0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI)),
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Transform::from_xyz(0.5, 0.0, -0.5).with_rotation(Quat::from_rotation_y(-0.15 * PI + PI)),
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));
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// Spawn the light.
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