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Hi, this is not so much of an issue as it is a question.
In the mesh example here you use nalgebra to create a perspective projection matrix. Looking at the nalgebra code here though, it seems like this is creating a matrix for OpenGL NDC (depth -1 to 1), not Vulkan NDC (depth 0 to 1) and I thought gfx-hal was based on Vulkan conventions. Am I missing something here or how does this work? It seems like it would map objects on the near plane to -1 in clip space?
The text was updated successfully, but these errors were encountered:
Hi, this is not so much of an issue as it is a question.
In the mesh example here you use
nalgebra
to create a perspective projection matrix. Looking at the nalgebra code here though, it seems like this is creating a matrix for OpenGL NDC (depth -1 to 1), not Vulkan NDC (depth 0 to 1) and I thoughtgfx-hal
was based on Vulkan conventions. Am I missing something here or how does this work? It seems like it would map objects on the near plane to -1 in clip space?The text was updated successfully, but these errors were encountered: