ScriptReference/Matrix4x4.Perspective #505
Replies: 2 comments
-
|
This projection matrix is based on the OpenGL convention where forwards is Z positive. Unity uses the DirectX convention where forwards is Z negative. If you want identical behavior to Unity's coordinate system with simple matrix transforms, then make sure to negate the embedded z-flip operation: projection.m02 *= -1f;
projection.m12 *= -1f;
projection.m22 *= -1f;
projection.m32 *= -1f; |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
ScriptReference/Matrix4x4.Perspective
https://docs.unity3d.com/ScriptReference/Matrix4x4.Perspective.html
Beta Was this translation helpful? Give feedback.
All reactions