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>
This commit is contained in:
parent
c0bab85d63
commit
45316cdf41
2 changed files with 4 additions and 4 deletions
|
|
@ -219,9 +219,9 @@ class TiltShiftRenderer(
|
|||
// -activityAngle puts the world-aligned point originally at screen P
|
||||
// at the same screen P after the activity has rotated.
|
||||
val angle = when (displayRotation) {
|
||||
Surface.ROTATION_90 -> -90f
|
||||
Surface.ROTATION_90 -> 90f
|
||||
Surface.ROTATION_180 -> 180f
|
||||
Surface.ROTATION_270 -> 90f
|
||||
Surface.ROTATION_270 -> -90f
|
||||
else -> 0f
|
||||
}
|
||||
if (angle == 0f) {
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
versionMajor=1
|
||||
versionMinor=1
|
||||
versionPatch=9
|
||||
versionCode=11
|
||||
versionPatch=11
|
||||
versionCode=13
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue