Open Selene-Amanita opened 3 months ago
Thanks, that's what I thought it was.
I still think it should be explained in Bevy's doc though (and that you get from world space to clip space using the projection), or at the very least link to this doc, even though I find it a bit not super clear for people who aren't familiar with rendering stuff.
I'm not saying Bevy's doc should be a course on rendering, but I do think it should try to explain what's going on without necessarily going into details.
Following https://github.com/bevyengine/bevy/issues/8492, a bunch of methods were renamed, it basically erased a lot of references to "projection" and replaced them with "clip". I didn't see this PR until after it happened, but I find the documentation (not the migration guide) surrounding it a bit lacking (not saying it's the fault/responsibility of the PR/its author, some of it was also the case before):
CameraProjection
have commentsFrustum
talk aboutclip_from_world
. I assume it is referring to the method that comes fromExtractedView
, but it is not clear (I know rustdoc doesn't help with not being able to reference stuff not from dependencies :( but still it could help to say it comes from ExtractedView and/or explain a bit what that method givesExtractedView
andViewUniform
aren't documented. We don't know where they're from (I assumeExtractedView
is added as a component to the camera but not fromCamera3dBundle
?) or their purpose. Even if it's an internal thing, a brief description might help, especially since the Frustum's doc references it.MeshTransform
Even if those things wouldn't matter much for someone that just codes a simple game, it might matter to plugin writers and people who want to understand how the rendering side of Bevy works.