Comments (2)
Why not consider flipY of texture processing here but consider invert ProjectionMatrix? Isn’t it essentially caused by the fact that the Y axis of picture space and UV space are opposite?
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Why not consider flipY of texture processing here but consider invert ProjectionMatrix? Isn’t it essentially caused by the fact that the Y axis of picture space and UV space are opposite?
Because this is RT, webGL and OpenGL force inverse Y
from engine.
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