Remove redundant Z rescaling in multiview VoxelGI reconstruct_position#116436
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luzader wants to merge 1 commit into
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Remove redundant Z rescaling in multiview VoxelGI reconstruct_position#116436luzader wants to merge 1 commit into
reconstruct_position#116436luzader wants to merge 1 commit into
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Tried parameterizing the |
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This is correct however it's only part of the solution, I did some more work in making GI work properly for stereo rendering here: #117303 |
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This fix was included in #117619 and should be resolved. Closing this PR. |
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Fix for #116409
This is a draft because it works on the MRP, and "almost" works on a real XR headset.
After 4.3-dev6, the
* 2.0 - 1.0in the shader would seem to be double-correcting:set_depth_correctioningi.cppshould already be accounting for this.MRP on Linux (MobileVR)
Fully fixes the issue, even if the camera is at arbitrary positions and angles.
MRP on Windows 11 (Bigscreen Beyond 2)
The scene actually has lighting now, but the lighting projection is distorted. I'm not sure how to describe the distortion, but (as you might expect) it varies with camera position.
Question
Is this
flip_yreally meant to be hardcoded to false, or should it be parameterized to userender_data->scene_data->flip_y, as it is in some other places in the codebase?godot/servers/rendering/renderer_rd/environment/gi.cpp
Line 3871 in 8db94f7