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In the example, when changing the camera from perspective to orthographic, tracing does not seem to work, and because of this, the light creates a completely different picture, slightly overexposed and without such shadows as with a perspective camera.
// const camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.01, 250)constfrustumSize=10constaspect=window.innerWidth/window.innerHeightconstcamera=newTHREE.OrthographicCamera(-frustumSize*aspect,frustumSize*aspect,frustumSize,-frustumSize,1,1000,)scene.add(camera)
Perspective (default example)
Orthographic
Is it possible to achieve a similar result with an orthographic camera as a perspective one? Or is it not supported yet?
The text was updated successfully, but these errors were encountered:
It's not supported yet, I'll implement it soon.
Using orthographic projection doesn't work in the velocity pass as well as in the SSGI pass so that's why you are getting those heavy distortions.
In the example, when changing the camera from perspective to orthographic, tracing does not seem to work, and because of this, the light creates a completely different picture, slightly overexposed and without such shadows as with a perspective camera.
Perspective (default example)
Orthographic
Is it possible to achieve a similar result with an orthographic camera as a perspective one? Or is it not supported yet?
The text was updated successfully, but these errors were encountered: