Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Ensure Sky with custom fov has correction matrix applied to it in RD renderers #101112

Merged
merged 1 commit into from
Jan 9, 2025

Conversation

clayjohn
Copy link
Member

@clayjohn clayjohn commented Jan 4, 2025

Fixes: #100818

When using custom_fov a new projection matrix is created. Previously that happened after applying the correction matrix so the y-flip was getting lost. Now we create the projection matrix earlier and properly apply the y-flip.

@clayjohn clayjohn added this to the 4.4 milestone Jan 4, 2025
@clayjohn clayjohn requested a review from a team as a code owner January 4, 2025 01:13
Copy link
Contributor

@BlueCube3310 BlueCube3310 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

LGTM

Copy link
Contributor

@paddy-exe paddy-exe left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

LGTM👍🏻

@akien-mga akien-mga merged commit 469808f into godotengine:master Jan 9, 2025
20 checks passed
@akien-mga
Copy link
Member

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Custom FOV flips Sky upside down
5 participants