camera.WorldToViewportPoint function according to documents gives a normalized result (between 0-1) but i get funny results which are not normalized at all.
Is this a known bug or something?
How funny?
something like this: (3.5, 2.8, 5.9)
z is correct, but x and y are not normalized at all??
The docs don’t say the results will be normalized, they just say that viewport space is normalized. Naturally if you have an input value outside the viewport, the output will reflect that.
–Eric
This method doesn’t return a normalized vector (vector of length 1) and does not clamp values between 0 and 1.
It simply says the screen space is between 0 and 1. Higher or lower value are simply object outside the screen view.
Thanks, that explains.
Well the language used in the documents is alittle vague.
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