WebGLRenderer: Auto-correct reversed projection matrix#31410
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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In the examples, sometimes the renderer is instantiated prior to the camera, and sometimes the camera is instantiated prior to the renderer. In that regard, I think having the renderer auto-correct the projection matrix lazily, upon first use, is a reasonable approach. |
Mugen87
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Jul 15, 2025
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Merging this for now... At the appropriate time, /ping @sunag |
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Currently, reversed depth buffer is set globally, and not on a per-camera basis. I think that is reasonable.
Since there are many cameras used by the engine that the user does not have access to, just auto-correct
camera.reversedDepthupon first-use.I think
camera.reversedDepthcan be made private, as the property would only be used by the engine itself.