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Holographic transform mirror hack is causing shading bugs #132
// TODO: The display was being mirrored, so for now we hack these values to
// negative as far as the app is concerned.
viewTransform.Left.M11 = -viewTransform.Left.M11;
viewTransform.Left.M12 = -viewTransform.Left.M12;
viewTransform.Left.M13 = -viewTransform.Left.M13;
viewTransform.Right.M11 = -viewTransform.Right.M11;
viewTransform.Right.M12 = -viewTransform.Right.M12;
viewTransform.Right.M13 = -viewTransform.Right.M13;
mMidViewMatrix._11 = -mMidViewMatrix._11;
mMidViewMatrix._12 = -mMidViewMatrix._12;
mMidViewMatrix._13 = -mMidViewMatrix._13;
This is causing gl_FrontFacing to be incorrectly mirrored w.r.t the x axis in all of my shaders. Is there a better way to handle this?
Oddly enough, commenting this has no effect on my shading at all. So less critical issue, but would be good to phase out the above code entirely still..
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mlfarrell commentedon Sep 3, 2017
Oddly enough, commenting this has no effect on my shading at all. So less critical issue, but would be good to phase out the above code entirely still..