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Operations order on CameraComponent gives different results #5

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dcarlus opened this issue May 19, 2019 · 1 comment
Closed

Operations order on CameraComponent gives different results #5

dcarlus opened this issue May 19, 2019 · 1 comment
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@dcarlus
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dcarlus commented May 19, 2019

Create a CameraComponent and its Entity.
Setting the lookAt() of the CameraComponent before/after adding it to the Entity gives different results...

So...

m_cameraEntity -> addComponent(m_cameraComponent) ;
m_cameraComponent -> lookAt(Mind::Vector3f(0.f, 0.f, 0.f)) ;

is different from

m_cameraComponent -> lookAt(Mind::Vector3f(0.f, 0.f, 0.f)) ;
m_cameraEntity -> addComponent(m_cameraComponent) ;

The camera does not move the same way and do not look a fixed point in the second case (everything is right with the first code).

@dcarlus dcarlus self-assigned this May 19, 2019
@dcarlus dcarlus added the bug label May 19, 2019
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dcarlus commented Mar 30, 2020

Fixed! 👍

@dcarlus dcarlus closed this as completed Mar 30, 2020
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