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Flip coordinates left/right-handed for OpenGL refraction

ed 11 lat temu Ostatnio zmodyfikowane przez Freya Holmér (Developer) 11 lat temu 0

This is a separate writeup following up on an earlier "first impressions" posting.


On non-DirectX renderers, some shaders like refraction need to flip the Y coordinate to work properly.  Since non-DirectX means Mac, Android, iOS, and pretty much everything but Microsoft, I hope it gets supported.


When building a project for multiple platforms, will a shader be compiled multiple times?  If so, there should be an #ifdef pragma to control shader compiles for feature differences like this.

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This is now fixed in alpha 0.13 :)