diff --git a/src/app_vr.cpp b/src/app_vr.cpp index 9e0723e..5a49e20 100644 --- a/src/app_vr.cpp +++ b/src/app_vr.cpp @@ -278,7 +278,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat // draw the motion controller brush { - auto pos = glm::translate(glm::normalize(vr_controller_pos)); + auto pos = glm::translate(glm::normalize(vr_controller_pos) * 100.f); ShaderManager::use(kShader::StrokePreview); ShaderManager::u_int(kShaderUniform::Tex, 0); ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_current_brush->m_tip_flow); @@ -286,10 +286,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat auto tip_color = glm::vec4(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_color), 1); ShaderManager::u_vec4(kShaderUniform::Col, tip_color); ShaderManager::u_mat4(kShaderUniform::MVP, - proj * camera * pos * + proj * camera * pos * glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) * - //glm::scale(glm::vec3(0.1)) * - glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / App::I.height)) * + glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 100.f / App::I.height)) * glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0)) ); glEnable(GL_BLEND);