Convert view space to world space issues

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24 comments, last by Meltac 9 years, 5 months ago

That seems fine, there must be something else wrong then. wacko.png

As I said, I suspect that the engine passes some strange / unusual / wrong data to the shader, maybe the transformation matrix is not intended to be used that way in the post-processing stage or something. Not sure, though. Unfortunately I've met nobody so far who could confirm or explain this.

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Have you tried to invert view matrix at shader by hand?

Have you tried to invert view matrix at shader by hand?

I have asked how to do that earlier in this thread but unfortunately nobody replied on it. And in other threads here people keep just replying " don't ! " when somebody asks for it. This said, I would have tried if I would know how...

http://www.nigels.com/glt/doc/matrix4_8cpp-source.html There are some code how to do it. It's not veryt efficient to inverse matrix per pixel but if its only way then you maybe just need to do it.

Thanks, I'll check that. If nothing else, it at least would serve as proof for or against the correctness of the matrix provided by the engine (and my code using that one).

Hey guys, just wanted to let those who tried to help me know that the issue has been solved - my code was right, it was the engine (host application) delivering wrong matrices under certain conditions.

So everything's fine now, thanks again for your help :)

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