Hi there! I was checking this out and seeing how it could fit into my project when I found a small issue with the world->screen projection not respecting the camera transform.
I'm not 100% on top of bevy rendering logic but from referencing bevy's sprite shaders seems like using view.view_proj instead of view.projection includes the camera's transform as well the "camera projection".
Summary
Use view.view_proj instead of view.projection for world_to_screen()
Hi there! I was checking this out and seeing how it could fit into my project when I found a small issue with the world->screen projection not respecting the camera transform.
I'm not 100% on top of bevy rendering logic but from referencing bevy's sprite shaders seems like using
view.view_proj
instead ofview.projection
includes the camera's transform as well the "camera projection".Summary
view.view_proj
instead ofview.projection
forworld_to_screen()