I'm working on a shader that is displayed on the inside of a sphere (reversed normals). When I look directly at a point it looks normal. Then I rotate the camera so that that same point is in the corner of the screen, and it looks stretched.
What would cause this?
[Edited by - Chris Reynolds on October 4, 2010 5:09:15 PM]
Shader stretching
Why would you have to reverse UV's to look at the inside of a sphere?
Wouldnt you just use the uv's as per usual for the front side or backside of the triangles?
Wouldnt you just use the uv's as per usual for the front side or backside of the triangles?
My bad, I meant reversed normals Xo
The FOV is set at 60 - I also thought of perspective distortion, but I was hoping there was a way to overcome this.
The FOV is set at 60 - I also thought of perspective distortion, but I was hoping there was a way to overcome this.
What are you drawing?
Maybe you can compensate for it, or set the FOV lower. Are you using a square render target, or is it wide-screen?
Maybe you can compensate for it, or set the FOV lower. Are you using a square render target, or is it wide-screen?
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