From fa646645936232080c1e88c2f8aea7a4919f317b Mon Sep 17 00:00:00 2001 From: JonnyOThan Date: Fri, 5 May 2023 08:23:44 -0400 Subject: [PATCH] Fix #89: add magic 1.5 offset to navball renderer camera depth --- RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs b/RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs index 24e0f0db..a745024b 100644 --- a/RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs +++ b/RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs @@ -352,7 +352,7 @@ public bool RenderPFD(RenderTexture screen, float aspect) // I wonder if doing this as a command buffer might be more efficient? GL.PushMatrix(); - GL.LoadProjectionMatrix(Matrix4x4.Ortho(-cameraSpan, cameraSpan, -cameraSpan, cameraSpan, 0, navballRadius * 3)); + GL.LoadProjectionMatrix(Matrix4x4.Ortho(-cameraSpan, cameraSpan, -cameraSpan, cameraSpan, 0, 1.5f + navballRadius * 3)); var navballMeshFilter = navBall.GetComponent(); var navballRenderer = navBall.GetComponent();