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When adding a skybox to a camera, and translating the camera more than ~500 units, the skybox starts to jitter an pixelate; severely after about 2000 units.
What went wrong
The skybox starts to jitter and pixelate, severely after being translated about 2000 units.
Additional information
This likely seems in part an issue with float precision.
# Objective
- Fixes#9707
## Solution
- At large translations (a few thousand units), the precision of
calculating the ray direction from the fragment world position and
camera world position seems to break down. Sampling the cubemap only
needs the ray direction. As such we can use the view space fragment
position, normalise it, rotate it to world space, and use that.
---
## Changelog
- Fixed: Jittery skybox at large translations.
# Objective
- Fixesbevyengine#9707
## Solution
- At large translations (a few thousand units), the precision of
calculating the ray direction from the fragment world position and
camera world position seems to break down. Sampling the cubemap only
needs the ray direction. As such we can use the view space fragment
position, normalise it, rotate it to world space, and use that.
---
## Changelog
- Fixed: Jittery skybox at large translations.
Bevy version
0.11.1
Rust 1.70
What you did
When adding a skybox to a camera, and translating the camera more than ~500 units, the skybox starts to jitter an pixelate; severely after about 2000 units.
What went wrong
The skybox starts to jitter and pixelate, severely after being translated about 2000 units.
Additional information
This likely seems in part an issue with float precision.
Repro example:
https://github.com/BraymatterOrg/skybox_pixeljitter_repro
Original Help Thread:
https://discord.com/channels/691052431525675048/1148675054402555935
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