I think I’ve found a bug in the renderFrame() method of the Sprite3D class.
protected void renderFrame() {
// TODO: rotation
GL11.glPushMatrix();
GL11.glTranslatef(position.getX(), position.getY(), position.getY());
super.renderFrame();
GL11.glPopMatrix();
}
Shouldn’t one of those position calls reference the Z component rather than 2 calls to Y?
protected void renderFrame() {
// TODO: rotation
GL11.glPushMatrix();
GL11.glTranslatef(position.getX(), position.getY(), position.getZ());
super.renderFrame();
GL11.glPopMatrix();
}
Andy.
Must continue work on that code…