Camera rotation is ignored
Closed this issue · 3 comments
ManlyMarco commented
The cubemap is always rendered facing the same way, camera rotations is not used. I suggest rotating the capture to match with the camera rotation.
Since cubemap can't really be rotated, I think the way to do this would be by passing the camera angle to the shader as a parameter, and then rotating in the shader.
Sbarn commented
Hi, same problem here, how can I do to rotate the shader ?
yasirkula commented
I've updated the code to take the Y rotation of the camera into account (determined by I360Render.Capture's faceCameraDirection parameter). Can you give it a try and see if there are any visual artifacts: 360Screenshot.zip
ManlyMarco commented
As far as I can see it works perfectly, thank you!