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-rw-r--r--game/network/rail.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index b27aba9..fe513ff 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -122,14 +122,14 @@ RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c,
const auto & e1p {ends[1].first->pos};
const auto slength = round_sleepers(length / 2.F);
const auto segs = std::round(5.F * slength / std::pow(radius, 0.7F));
- const auto step {glm::vec3 {arc_length(arc), e0p.y - e1p.y, slength} / segs};
+ const auto step {glm::vec3 {-arc_length(arc), e0p.y - e1p.y, slength} / segs};
const auto trans {glm::translate(centreBase)};
int segCount = segs;
vertices.reserve((segCount + 1) * railCrossSection.size());
indices.reserve(segCount * 2 * railCrossSection.size());
for (glm::vec3 swing = {arc.second, e1p.y - centreBase.y, 0.F}; segCount >= 0; swing += step, --segCount) {
- const auto t {trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, swing.y, 0.F})};
+ const auto t {trans * glm::rotate(swing.x - half_pi, up) * glm::translate(glm::vec3 {radius, swing.y, 0.F})};
for (const auto & rcs : railCrossSection) {
const glm::vec3 m {(t * glm::vec4 {rcs.first, 1})};
vertices.emplace_back(m, glm::vec2 {rcs.second, swing.z}, up);