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more render improvements
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@@ -253,12 +253,13 @@ void ParticleRendererGl::renderModel(GameParticleSystem *ps, ModelRenderer *mr){
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float angleV= radToDeg(std::atan2(flatDirection.length(false), direction.y)) - 90.f;
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glRotatef(angleV, rotVector.x, rotVector.y, rotVector.z);
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#ifdef USE_STREFLOP
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float angleH= radToDeg(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)));
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#else
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float angleH= radToDeg(atan2(direction.x, direction.z));
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#endif
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//#ifdef USE_STREFLOP
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// float angleH= radToDeg(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)));
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//#else
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// float angleH= radToDeg(atan2(direction.x, direction.z));
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//#endif
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float angleH= radToDeg(std::atan2(direction.x, direction.z));
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glRotatef(angleH, 0.f, 1.f, 0.f);
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//render
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