Correctly apply ball marks to cieling and floor #109

This commit is contained in:
James Lambert 2023-09-02 10:22:06 -06:00
parent bf08ffeeb8
commit e83a23325e
2 changed files with 11 additions and 2 deletions

View file

@ -124,13 +124,18 @@ That will generate the rom at `/build/portal64.z64`
<br />
## Current New Feature TODO List
- [ ] Change default controls
- [ ] Add puzzle element connections and additional signs
- [ ] Use a much nearer clipping plane when rendering the portal gun
- [ ] Investigate crash after falling into death water on test chamber 8
- [ ] Add particle effects (shooting portal gun, energy pellet)
- [ ] Add auto save checkpoints
- [ ] Correct elevator timing
- [ ] Adding loading notice between levels #45
- [ ] ball velocity in test chamber 11
- [ ] test chamber 04 has seams in a corner
- [ ] pausing while glados is speaking can end her speech early
- [ ] don't count boxes on buttons until it is released and stable
- [x] don't count boxes on buttons until it is released and stable
- [x] Portal not rendering recursively sometimes #138
- [x] disable portal surfaces manually on some surfaces #135
- [x] test chamber 02 needs more light in the first room

View file

@ -151,7 +151,11 @@ void ballInitBurn(struct Ball* ball, struct ContactManifold* manifold) {
burn->dynamicId = dynamicSceneAdd(burn, ballBurnRender, &burn->at, 0.2f);
}
quatLook(&manifold->normal, &gUp, &burnTransform.rotation);
if (fabsf(manifold->normal.y) > 0.714f) {
quatLook(&manifold->normal, &gRight, &burnTransform.rotation);
} else {
quatLook(&manifold->normal, &gUp, &burnTransform.rotation);
}
burnTransform.scale = gOneVec;
transformToMatrixL(&burnTransform, &burn->matrix, SCENE_SCALE);