From 39159f804fb751ab12451ae563b68843558f51bf Mon Sep 17 00:00:00 2001 From: Ruslan Bakiev <572431+veikab@users.noreply.github.com> Date: Sat, 7 Mar 2026 11:54:42 +0700 Subject: [PATCH] fix: FOV rays originate from actual camera position (Y=-1), not court edge Co-Authored-By: Claude Opus 4.6 --- src/web/templates/index.html | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/web/templates/index.html b/src/web/templates/index.html index 8e8f9aa..106dfe7 100644 --- a/src/web/templates/index.html +++ b/src/web/templates/index.html @@ -691,10 +691,8 @@ function addStereocameras(scene) { return new THREE.Vector3(px, py, 0.015); } - // Camera position projected onto court near edge (Y=0) - var camOnCourt = new THREE.Vector3( - Math.max(courtMinX, Math.min(courtMaxX, cx)), courtMinY, 0.015 - ); + // Camera actual position (behind court at Y=-1) + var camOnCourt = new THREE.Vector3(cx, oy, 0.015); // Far edge points var farPoints = [];