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I create a HelloWorld project with cocos2d-x 3.2 or 3.3. In HelloWorld.cpp there is a sprite. I activate depth buffers on Director like this:
Director::getInstance()->setDepthTest(true);
and set sprite Z position as follows:
sprite->setPositionZ(-200.0f);
The result is that the image moves right and up. Which is clear as I have a perspective projection. So when I set now the position to (-1, -1) and change anchor point to right-bottom:
the sprite should be visible, also because of the shift to up and right. But it doesn't. It is being culled? How can I make it be rendered as it is in the frustum and it should be visible. Is this a bug or there is a flag to change this behavior?
P.S. I have tried with camera (ActionCamera) with moving it, and when the sprite is out of the scope but still in the frustum, it is not being rendered.
The text was updated successfully, but these errors were encountered:
I create a HelloWorld project with cocos2d-x 3.2 or 3.3. In HelloWorld.cpp there is a
sprite
. I activate depth buffers on Director like this:and set
sprite
Z position as follows:The result is that the image moves right and up. Which is clear as I have a perspective projection. So when I set now the position to (-1, -1) and change anchor point to right-bottom:
the sprite should be visible, also because of the shift to up and right. But it doesn't. It is being culled? How can I make it be rendered as it is in the frustum and it should be visible. Is this a bug or there is a flag to change this behavior?
P.S. I have tried with camera (
ActionCamera
) with moving it, and when the sprite is out of the scope but still in the frustum, it is not being rendered.The text was updated successfully, but these errors were encountered: