Comments (1)
The shadow rendering setup in the Bullet-Physics samples has some example code of how to deal with that problem:
However, this shouldn't be needed in normal rendering situations, because SPIRVCross (used in the oryol-shdc tool) adds a fix to vertex shaders to "normalize" the clip space between the different 3D API conventions so that rendering can happen with the same projection matrices, no matter what 3D backend is used.
https://github.com/KhronosGroup/SPIRV-Cross/blob/master/README.md#clip-space-conventions
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Related Issues (20)
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