EnlightenedOne
EnlightenedOne
I also had a look at this repo and its the best darn planar reflection in town. I recently upgraded it to work on Godot 4.2 and planned to publish...
FYI I added the commit hooks to my local system before the second commit, it should be all good now. I rebased as recommended to bury my bad commits.
> @EnlightenedOne This needs to be rebased. Just a reminder. Updated again, please keep me posted if I can do anything to help expedite.
Happy to talk through the concern. By double flip do you mean changing the projection matrix and the transform or a further up the chain operation in the render flow?...
Here is evidence that you can yaw, pitch and roll the camera and have the frustrum sky draw correctly @Calinou's video is a better overall demo I didn't have a...
It is possible that the solution is suboptimal (might be an easier fix for to the matrix), I assume the components are internally consistent. The MRP for this is Godot's...
I spent some time wondering where between the frustum offset and the sky rendering things get messed up. As I understand it the sky in Godot is in a nutshell...
Additional FYI I did look into getting rid of the flag for Frustum camera and flipping the projection matrix for all projections but it seemed pretty dangerous and might bite...
@clayjohn the projection matrix is shared between the regular right way up rendering and the sky rendering which is upside down. If we flip it earlier the problem will be...
Hi @clayjohn I ran an experiment with the recommended changes and several permutations tweaking the sky glsl + environment/sky.cpp to try and make it draw the same way up as...