diff --git a/PCK-Studio/Rendering/SkinRenderer.cs b/PCK-Studio/Rendering/SkinRenderer.cs index 23b67d86..f3ea3b79 100644 --- a/PCK-Studio/Rendering/SkinRenderer.cs +++ b/PCK-Studio/Rendering/SkinRenderer.cs @@ -353,7 +353,7 @@ namespace PckStudio.Rendering private void InitializeCapeData() { - cape ??= new CubeMesh(new Cube(new(-5, 0, -3), new(10, 16, 1), new(0, 0), 0f, false, false)); + cape ??= new CubeMesh(new Cube(new(5, 0, 3), new(10, 16, 1), new(0, 0), 0f, false, false)); } private void InitializeArmorData() @@ -925,17 +925,23 @@ namespace PckStudio.Rendering { cubeShader.SetUniform2("TexSize", new Vector2(64, 32)); capeTexture.Bind(); - // Defines minimum Angle(in Degrees) of the cape - float capeMinimumRotationAngle = 7.5f; - // Controls how much of an angle is applied - float capeRotationFactor = 0.4f; - // Low value = slow movement - float capeRotationSpeed = 0.02f; - float capeRotation = ((float)MathHelper.RadiansToDegrees(Math.Sin(Math.Abs(animationCurrentRotationAngle) * capeRotationSpeed) * capeRotationFactor)) + capeMinimumRotationAngle; - Matrix4 partMatrix = - Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f)) * - Matrix4.CreateRotationX(MathHelper.DegreesToRadians(capeRotation)); - RenderPart(cubeShader, cape, partMatrix, renderTransform); + + // disabled this for now becuase it looks odd and for some reason the cape isn't rotating fully - May + + //// Defines minimum Angle(in Degrees) of the cape + //float capeMinimumRotationAngle = 7.5f; + //// Controls how much of an angle is applied + //float capeRotationFactor = 0.4f; + //// Low value = slow movement + //float capeRotationSpeed = 0.02f; + //float capeRotation = ((float)MathHelper.RadiansToDegrees(Math.Sin(Math.Abs(animationCurrentRotationAngle) * capeRotationSpeed) * capeRotationFactor)) + capeMinimumRotationAngle; + //Matrix4 partMatrix = + // Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f)) * + // Matrix4.CreateRotationX(MathHelper.DegreesToRadians(capeRotation)); + + Matrix4 capeMatrix = Matrix4.CreateRotationY(MathHelper.DegreesToRadians(180f)); + + RenderPart(cubeShader, cape, capeMatrix, renderTransform); } // Armor rendering