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Fix Occlusion Culling Buffer getting corrupted.
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@ -90,18 +90,11 @@ void RaycastOcclusionCull::RaycastHZBuffer::update_camera_rays(const Transform3D
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td.camera_dir = -p_cam_transform.basis.get_column(2);
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td.camera_orthogonal = p_cam_orthogonal;
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Projection inv_camera_matrix = p_cam_projection.inverse();
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Vector3 camera_corner_proj = Vector3(-1.0f, -1.0f, -1.0f);
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Vector3 camera_corner_view = inv_camera_matrix.xform(camera_corner_proj);
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td.pixel_corner = p_cam_transform.xform(camera_corner_view);
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Vector3 top_corner_proj = Vector3(-1.0f, 1.0f, -1.0f);
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Vector3 top_corner_view = inv_camera_matrix.xform(top_corner_proj);
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Vector3 top_corner_world = p_cam_transform.xform(top_corner_view);
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Vector3 left_corner_proj = Vector3(1.0f, -1.0f, -1.0f);
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Vector3 left_corner_view = inv_camera_matrix.xform(left_corner_proj);
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Vector3 left_corner_world = p_cam_transform.xform(left_corner_view);
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// Calculate the world coordinates of the viewport.
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Vector2 viewport_half = p_cam_projection.get_viewport_half_extents();
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td.pixel_corner = p_cam_transform.xform(Vector3(-viewport_half.x, -viewport_half.y, -p_cam_projection.get_z_near()));
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Vector3 top_corner_world = p_cam_transform.xform(Vector3(-viewport_half.x, viewport_half.y, -p_cam_projection.get_z_near()));
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Vector3 left_corner_world = p_cam_transform.xform(Vector3(viewport_half.x, -viewport_half.y, -p_cam_projection.get_z_near()));
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td.pixel_u_interp = left_corner_world - td.pixel_corner;
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td.pixel_v_interp = top_corner_world - td.pixel_corner;
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