-
-
Couldn't load subscription status.
- Fork 4.2k
Closed
Labels
A-RenderingDrawing game state to the screenDrawing game state to the screenC-Code-QualityA section of code that is hard to understand or changeA section of code that is hard to understand or changeC-DocsAn addition or correction to our documentationAn addition or correction to our documentationD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy
Description
Currently, the View uniform looks like this:
struct View {
view_proj: mat4x4<f32>,
unjittered_view_proj: mat4x4<f32>,
inverse_view_proj: mat4x4<f32>,
view: mat4x4<f32>,
inverse_view: mat4x4<f32>,
projection: mat4x4<f32>,
inverse_projection: mat4x4<f32>,
...
};There's been much confusion over which of these do what. It would be much better to call, for instance the projection matrix, view_to_clip. We could then put "This is the projection matrix" in a doc comment.
We could also use a doc comment for unjittered_view_proj vs view_proj. The unjittered matrix is basically only useful for calculating motion vectors for TAA, and is equivalent to the view_proj matrix when the motion vector prepass is disabled. Users shouldn't really need to touch the unjittered matrix ever.
tim-blackbird and nicopap
Metadata
Metadata
Assignees
Labels
A-RenderingDrawing game state to the screenDrawing game state to the screenC-Code-QualityA section of code that is hard to understand or changeA section of code that is hard to understand or changeC-DocsAn addition or correction to our documentationAn addition or correction to our documentationD-TrivialNice and easy! A great choice to get started with BevyNice and easy! A great choice to get started with Bevy