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glTF camera does not use the near and far values of perspective when imported #4005
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The PR above fixes the issue for the perspective camera only. The orthogonal one still remains broken. |
kurtkuehnert
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Mar 6, 2022
# Objective - Fixes bevyengine#4005 ## Solution - Include the `near` and `far` clipping values from the perspective projection in the `Camera` struct; before that, they were both being defaulted to 0.
bors bot
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Apr 8, 2022
# Objective - Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in #4005). ## Solution - This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal. ## Important Note Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](KhronosGroup/glTF#1663 (comment)). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
aevyrie
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Jun 7, 2022
# Objective - Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in bevyengine#4005). ## Solution - This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal. ## Important Note Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](KhronosGroup/glTF#1663 (comment)). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
ItsDoot
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Feb 1, 2023
# Objective - Fixes the issue with orthographic camera imported from glTF not displaying anything (mentioned in bevyengine#4005). ## Solution - This was due to wrong scaling mode being used. This PR simply changes WindowSize scaling mode to FixedHorizontal. ## Important Note Currently, othographic scale in Blender, three.js, and possibly other software does not translate to Bevy (via glTF) because their developers have [misinterpreted the spec](KhronosGroup/glTF#1663 (comment)). The camera parameters have been clarified in glTF 2.0, which was released on October of 2021. In Blender 3.0.1 this issue has **not** been fixed yet. If you are importing orthographic cameras from Blender, you have to divide the scale by 2.
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Bevy version
Latest 544b6df
What you did
Added a GLTF scene with a camera and light in it.
What you expected to happen
What actually happened
The world appears to be unlit:

Additional information
The orthogonal camera is completely broken as well: it does not output anything at all. The reason for that might be more complex, because the fix suggested for the perspective camera does not apply to this case.
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