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Thanks for pointing this out, and for the suggestion. I will change this for the following, which hopefully would make clearer. Find the m_sceneResource.sceneInfo.viewProjMatrix = projMatrix * viewMatrix; // Combine the view and projection matrices
m_sceneResource.sceneInfo.projInvMatrix = glm::inverse(projMatrix); // Inverse projection matrix (NEW)
m_sceneResource.sceneInfo.viewInvMatrix = glm::inverse(viewMatrix); // Inverse view matrix (NEW)
m_sceneResource.sceneInfo.cameraPosition = m_cameraManip->getEye(); // Get the camera position |
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This step is a bit confusing. It says to make sure that the following lines are there:
However the function already contains
Better to explicitly declare the lines to add:
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