I think I've found a bug in the renderFrame() method of the Sprite3D class.
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| protected void renderFrame() { GL11.glPushMatrix(); GL11.glTranslatef(position.getX(), position.getY(), position.getY()); super.renderFrame(); GL11.glPopMatrix(); } |
Shouldn't one of those position calls reference the Z component rather than 2 calls to Y?
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| protected void renderFrame() { GL11.glPushMatrix(); GL11.glTranslatef(position.getX(), position.getY(), position.getZ()); super.renderFrame(); GL11.glPopMatrix(); } |
Andy.