fix: fov drifting (waypoint blocks)
fixed waypoint block offsetting because of fov not normalized (70)
it would affect and prob fix (or break) other renders that use setupCameraTransformations() but those do not work currently lol
couldnt figure out how to fix the nametags im just throwing rocks at a wall atp only solution i have is just brute force calculating offset but that isnt great
If the FOV is the cause for the rendering position issues, that would indicate that the projection matrix is incorrect? I feel like then we should aim to copy the MC projection matrix over but I'm not sure.
this should at least fix for all box renders like in dungeons, text will need a diff fix
~~Yeah on Fabric you don't need to cancel out the camera rotation, the built-in matrix stack for world rendering already has the camera rotation removed before your render callback runs. So when you also cancel it manually, you’re canceling it twice → things spin in the opposite direction. I just removed cameraRotation(matrices) from setupCameraTransformations and that stops the outlined bounding box from moving when looking around. Still moves when shifting~~
Yeah I don't know anymore