Shader stretching

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3 comments, last by Erik Rufelt 13 years, 6 months ago
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]
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My first guess is perspective distortion. Is your field of view (FOV) set high?
Two things are infinite: the universe and human stupidity; and Im not sure about the universe. -- Albert Einstein
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?
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.
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?

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