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Even when the screen is small, it works fine with 16:9. As soon as 16:9 is no longer the aspect ratio, the lights are getting misplaced. This is probably something to do with the PBR shader getting the wrong linearDepth value
The text was updated successfully, but these errors were encountered:
If you match the GRID_SIZE_X and GRID_SIZE_Y in the light cull shader and the RenderManager to the aspect ratio of the screen, then they work fine. But those are constants, so a generic handling of this must be made for the target resolution
For example, by default, the screen is 1920x1080, and the grid size X and Y are 16 and 9. This matches.
If you will make the screen 640x640, then you have to update the shader and render manager to change Y to also be 16. Then it also matches the aspect ratio (1:1) and works fine for that screen size
The culprit is Screen2View. The x aspect ratio is stored but the Y is not. I'll look into it and see if that can be changed without changing the grid size
Here is a weird resolution example (665x689):
Even when the screen is small, it works fine with 16:9. As soon as 16:9 is no longer the aspect ratio, the lights are getting misplaced. This is probably something to do with the PBR shader getting the wrong linearDepth value
The text was updated successfully, but these errors were encountered: