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How to update projection and view matrixes by Uniform buffer? #1149

Answered by robertosfield
RikiLee asked this question in Q&A
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The VSG does not pass the Camera View matrix to the GPU, it passes a modelview matrix that is accumulated during the RecordTraversal. This is done to preserve precision in double ssas long as possible before the final matrix has cast down to float and passed to the GPU. This technique is how the VSG is able to seamlessly cope with whole earth databases without the precision issues.

For performance reasons you want to at least pass the modelview matrix by push constants as it can vary so often between leaves of the scene graph. Projection matrix is currently passed by push constant alongside the modelview matrix, but this is something I've considered changing this is a projection matrix to…

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