Flip rotation-correction angles for both landscape orientations
Bring back the v1.1.9 approach (apply an inverse rotation to the texcoord sampling pattern so the camera image stays world-aligned through device rotation), but with the right signs this time. The previous angles were 180° off for both landscape orientations and showed the camera content upside-down on a real device. Verified each Display.rotation against the emulator's virtual scene (sky-yellow → road-brown → buildings-dark): the sky/yellow band now sits at the top of the screen in all four orientations. Bump to 1.1.11. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 4 additions and 4 deletions
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@ -219,9 +219,9 @@ class TiltShiftRenderer(
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// -activityAngle puts the world-aligned point originally at screen P
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// -activityAngle puts the world-aligned point originally at screen P
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// at the same screen P after the activity has rotated.
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// at the same screen P after the activity has rotated.
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val angle = when (displayRotation) {
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val angle = when (displayRotation) {
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Surface.ROTATION_90 -> -90f
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Surface.ROTATION_90 -> 90f
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Surface.ROTATION_180 -> 180f
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Surface.ROTATION_180 -> 180f
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Surface.ROTATION_270 -> 90f
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Surface.ROTATION_270 -> -90f
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else -> 0f
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else -> 0f
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}
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}
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if (angle == 0f) {
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if (angle == 0f) {
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@ -1,4 +1,4 @@
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versionMajor=1
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versionMajor=1
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versionMinor=1
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versionMinor=1
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versionPatch=9
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versionPatch=11
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versionCode=11
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versionCode=13
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