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Having a Sky in the environment (procedural or panorama) with a non-zero rotation around Y causes incorrect sky rotation. Rotating the sky around the Y axis is used usually to put the sun in a pleasing orientation for the scene. When the Y rotation is non-zero (say 180 degrees) rotating the camera causes the sky to rotate in an unexpected way.
Steps to reproduce
Launch editor
Create a test ground quad (to help keep track of the world coordinate space)
Add a world environment with a procedural sky and a rotation of 0 around Y (default)
Look around in the editor (middle button drag) and observe the sky looks as expected
Rotate the sky by 180 degrees around Y
Look around in the editor (middle button drag) and observe a whacky sky (looking down shows the sky and looking up shows the ground).
I've verified the problem is only in the mobile renderer and the forward_plus render works correctly. The forward_plus SkyRD::draw function applies the transforms in the correct order from #61859; however the mobile functions SkyRD::update_res_buffers and SkyRD::draw have them in the incorrect order from before the PR.
I'm assembling a PR now which applies the #61859 transform-order fix to the mobile renderer.
Godot version
4.0 beta 7
System information
Windows 10, NVidia 2070, Vulkan Mobile
Issue description
Having a Sky in the environment (procedural or panorama) with a non-zero rotation around Y causes incorrect sky rotation. Rotating the sky around the Y axis is used usually to put the sun in a pleasing orientation for the scene. When the Y rotation is non-zero (say 180 degrees) rotating the camera causes the sky to rotate in an unexpected way.
Steps to reproduce
The following is a video demonstrating the issue - https://www.youtube.com/watch?v=9sDD--lhFNg
Minimal reproduction project
N/A - trivially reproducible
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