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Fix #89: add magic 1.5 offset to navball renderer camera depth
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RasterPropMonitor/Handlers/JSIPrimaryFlightDisplay.cs

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@@ -352,7 +352,7 @@ public bool RenderPFD(RenderTexture screen, float aspect)
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// I wonder if doing this as a command buffer might be more efficient?
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GL.PushMatrix();
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GL.LoadProjectionMatrix(Matrix4x4.Ortho(-cameraSpan, cameraSpan, -cameraSpan, cameraSpan, 0, navballRadius * 3));
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GL.LoadProjectionMatrix(Matrix4x4.Ortho(-cameraSpan, cameraSpan, -cameraSpan, cameraSpan, 0, 1.5f + navballRadius * 3));
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var navballMeshFilter = navBall.GetComponent<MeshFilter>();
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var navballRenderer = navBall.GetComponent<MeshRenderer>();

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