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Right now, the OrthographicProjection seems to have the units in pixels, which makes any 3d renders very small compared to the same render using PerspectiveProjection. Perhaps there should be a Scale field added to the OrthographicProjection and used here to allow one to shrink the very wide field of view.
The text was updated successfully, but these errors were encountered:
Just ran into this too. It will use a scale attached to the entity, and Camera2dComponents adds a uniform scale, but since it's a uniform scale it scales in XYZ, which messes up the depth (in a 2D game, if scale <1.0, then sprites don't draw at all because they're outside of zmin..zmax).
At minimum it needs a nonuniform scale, which means you can't use Camera2dComponents (or you need to manually remove the uniform scale that it creates.)
Ideally I think OrthographicProjection should replace window_origin with a more explicit enum that covers more options, something like:
pixels with (0,0) in lower-left, Y up
pixels with (0,0) in top-left, Y down
pixels with (0,0) at center, Y up
H units tall and/or W units wide, with different aspect ratios handled as:
(1) H exact, adjust W to preserve aspect ratio
(2) W exact, adjust H to preserve aspect ratio
(3) minimum of (1) or (2)
(4) maximum of (1) or (2)
(5) exactly H*W, so don't preserve 1:1 aspect ratio
Right now, the
OrthographicProjection
seems to have the units in pixels, which makes any 3d renders very small compared to the same render usingPerspectiveProjection
. Perhaps there should be aScale
field added to theOrthographicProjection
and used here to allow one to shrink the very wide field of view.The text was updated successfully, but these errors were encountered: