Closed GoogleCodeExporter closed 9 years ago
Original comment by ShadowIs...@gmail.com
on 3 Jan 2014 at 10:50
oh that could explain a lot of problem I have :p
Original comment by remy.bou...@gmail.com
on 4 Jan 2014 at 10:37
I thought the issue was with last svn but I can't reproduce it.
If you are using 3.0 and witness this issue when in a Filter shader, that's
because in 3.0 the camera used to render the Filter's full screen quad wad not
the same as the scene camera.
It was a parallel projection camera with that kind of frustum.
In 3.0 it's recommended to pass for camera information yourself to the shader
as material parameters, and not use the g_ uniforms that are related to the
camera.
In 3.1 however, the way the Filter are rendered has been changed, and they use
the same camera. I f the issue is what I decribe then it shoul dbe fixed in
last SVN and will be in 3.1
Original comment by remy.bou...@gmail.com
on 4 Jan 2014 at 7:01
Original issue reported on code.google.com by
marius.d...@gmail.com
on 7 Dec 2012 at 11:09