I’m trying to port a custom vertex ShaderMaterial
which works fine in Babylon.js but is screwed up in Babylon Native (compiles with no errors but visually incorrect). I’m just wondering if there’s a difference in the inbuilt, computed uniforms passed to the shader between Babylon.js and Babylon Native, specifically worldViewProjection
and/or projection
?
Actually, after more experimentation this maybe due to right handed coordinate system. Our Babylon Native project is using a right handed coordinate system whereas my Babylon.js test code is default left handed.
I get completely different vertex shader results for left vs right handed and I’m unsure how to modify the shader to compensate.
OK, I feel stupid now. I turns out all I needed to do was flip the normals in the shader for right handed system, otherwise I was looking mostly at back faces.
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