Browse Source
Fixes: 1. Camera now orbits horizontally (not vertically) 2. Uses camera.up instead of hardcoded global up vector Technical changes: - Remove hardcoded global up vector - Use render_state->camera.up for rotation axis - Rotate forward vector around camera's up vector - This creates proper horizontal orbit around target Rotation formula: new_forward = forward * cos(angle) + cross(up, forward) * sin(angle) Result: Camera orbits horizontally around target at any camera position, using the camera's own up vector for proper orientation-aware rotation.main
1 changed files with 6 additions and 9 deletions
Loading…
Reference in new issue