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shanebenlolo avatar shanebenlolo commented on August 19, 2024

when I run the depth buffer locally I do not see anything but a black screen. When I run in the browser it works just fine. Do you have any insight into how I might fix that?

I just had to struggle for two days trying to figure out why my ray-sphere intersection was not working only to find out I needed to remove the OPENGL_TO_WGPU_MATRIX to get it working natively, and I still haven't figure out how to get it working in the browser.

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sotrh avatar sotrh commented on August 19, 2024

I'm considering removing OPENGL_TO_WGPU_MATRIX entirely. I've already removed it in the HDR tutorial as it messes with the math for drawing the skybox.

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shanebenlolo avatar shanebenlolo commented on August 19, 2024

I'm considering removing OPENGL_TO_WGPU_MATRIX entirely. I've already removed it in the HDR tutorial as it messes with the math for drawing the skybox.

How would you go about removing it? I assumed it was necessary for normalizing the z axis properly.

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sotrh avatar sotrh commented on August 19, 2024

I believe it's meant to move the projection forward and scale it in the z by 2. Opengl has the z buffer between -1 and 1 while wgpu has it between 0 and 1. To be fair I'm not sure about the specifics, but removing it from the camera calculation made the skybox code work. I could have had add an extra matrix to the uniforms or something similar, but removing it worked fine.

I wouldn't be opposed to switching to glam as I use that in any new projects I make, though it would be a big refactor.

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