You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
That's an interesting report which is actually a feature request, not a bug.
My guess is that you might be a Direct3D user or a software rendering user.
It's odd but OpenGL Z axis is actually define between -1 and 1 on the contrary with Direct3D that defines it between 0 and 1. So I guess I need to add functions for [0, 1] for both "unProject" and "project", not sure what to call them....
file: glm/gtc/matrix_transform.inl
method: glm::unProject
Actual:
...
tmp = tmp * T(2) - T(1);
...
Expected:
...
tmp.x = tmp.x * T(2) - T(1);
tmp.y = tmp.y * T(2) - T(1);
...
Otherwise when we unproject value in perspective projection depth value (tmp.z) will be corrupted by tmp * T(2) - T(1);
The text was updated successfully, but these errors were encountered: