Why is the Y-axis of my camera Depth-Map flipped/upsidedown? (have to uv.y = 1 - uv.y;)
On my desktop pc it’s the other way around…
Hope someone can explain me why this happens and how I can prevent it (so it’s not occurring in a build)
Why is the Y-axis of my camera Depth-Map flipped/upsidedown? (have to uv.y = 1 - uv.y;)
On my desktop pc it’s the other way around…
Hope someone can explain me why this happens and how I can prevent it (so it’s not occurring in a build)
The reason is different conventions between e.g. DirectX and OpenGL when it comes to render textures.
This explains it further:
Perfect! This explains it!